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THE HISTORY OF AER....................... 1 


The Age of Awakening..................... 1 


The Coming of the Shadowlord........ 2 


The Rising of Heroes ........................ 3 


GETTING STARTED ........................... 4 


What Comes With This Game.......... 4 


Copy Protection ............................... 4 


Using the Mouse .............................. 4 


Saving Your Game ........................... 5 


TUTORIAL/QUICK START................. 5 


Choosing a Character 
and Setting Preferences .................... 6 


The Continent Map .......................... 6 


Army Management........................... 7 


Allocating Rewards to 
Research Units ................................. 7 


Beginning the Battle ......................... 8 


MENUS ............................................ 17 


Startup Screen ................................ 17 


Play a Scenario............................... 20 


Play in the Arena............................ 21 


Load Save Game............................ 28 


Playing a Play-By-Mail Game......... 28 


Playing a Scenario as a 


Play-By-Mail Game........................ 29 


Starting a Campaign Game............. 30 


Playing a Campaign Game............. 31 


Continent Map ............................... 31 


Army Management Screen ............. 33 


Reward Allocation Screen.............. 38 


TACTICAL MAP SCREEN ................. 39 


TACTICAL SCREEN MENUS............. 40 


Options Menu................................ 40 


Main Menu .................................... 41 


Unit Menu...................................... 43 


GAME PLAY..................................... 46 


Combat Mechanics ........................ 46 


Deploying Troops .......................... 49 


Experience ..................................... 50 


Gold............................................... 50 


Morale ........................................... 50 


Magic............................................. 51 


Movement...................................... 51 


Races ............................................. 52 


Spotting.......................................... 53 


Turn Sequence ............................... 53 


Winning and Losing....................... 54 


Zone of Control.............................. 54 


Soldiers and Spellcasters ................ 55 


Heroes ........................................... 57 


STRATEGY NOTES........................... 59 


General Notes................................ 59 


Suggested Unit Tactics ................... 60 


APPENDICES.................................... 63 


Appendix 1: Unit Class Tables ....... 63 


Appendix 2: Spells ......................... 71 


Appendix 3: Special Abilities ......... 72 


Appendix 4: Magic Items ............... 73 


Appendix 5: Keyboard Commands.... 74 


k TABLE OF CONTENTS k 


THE 


HISTORY 


OF AER 


The Age of Awakening 


The world of Aer enjoyed an Age of Awakening which brought the world out of its feu- 
dalistic dark ages. During the Age of Awakening, great advances were made in the 
physical and arcane sciences: where before the greatest technological advance was the 
plow, complicated machines now existed; where the hedge wizard with his simple herbs 
and charms was deemed a powerful man, there were now wizards with the power to 
raise the dead at a single word of command. 


For over a century, Aer prospered under the Awakening’s many blessings. The land 
flowed with abundance and all shared in its bounty. Magnificent city states rose out of 
humble townships, and soon united to form great nations. Disease was driven back by 
priests of true power, and floods were held in check by a mage’s hand. During the Age of 
Awakening, the heroes were those men and women of the sciences and arts whose 
achievements contributed to Aer’s greatness and the betterment of its peoples. By the end 
of the Awakening, no peasant went hungry or unsheltered, and no monarch lacked pros- 
perous lands and loyal subjects. 


The Age of Awakening also brought with it a darker side. Engines of war with devastating 
destructive force were built by those who marvelled at their achievement, little thinking 
what would happen should the machines be employed in battle. Magic, too, opened 
many doors that were better left closed. In pursuit of knowledge, the mages of Aer discov- 
ered the dark secrets of necromancy, learned to bend and shape the forces of nature to 
their desires, and brought forth nightmarish creatures which were bound as servants. 


1 THE HISTORY OF AER: THE AGE OF AWAKENING 


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The Coming of the Shadowlord 


It was not, however, the engines of war or the shadowy, arcane secrets which brought 
about the Rising, but the covetousness it engendered in weaker hearts. One heart in par- 
ticular hungered for power beyond his grasp, for mastery over what he could not control, 
and for strength he did not possess. The name has been lost along with the very soul of 
the man who kindled the Rising. In its place, the evil seed he nurtured in his malevolent 
heart grew to choke out its host and became the entity known only as the Shadowlord. 


The Rising began with the eruption of a new continent in the eastern oceans of Aer. 
Land rose from the depths of the sea with fiery wrath that continues to boil the sur- 
rounding waters. Great plumes of smoke and ash spewed into the air and the world was 
thrown into shadow by the 
deathly cloud. For two years, 
the landmass spread like a 
cancer, volcanoes erupted 
and grew until their islands 
became a single continent. To 
this day, the land remains an 
expanse of tortured rock, 
seething with lava flows and 
belching forth noxious fumes. 


Initial responses of marvel 
quickly turned to fear and hor- 
ror as it became clear that Fire 
Isle was the manifestation of 
evil loosed upon the world. 
The Shadowlord rose in power 
as the continent grew, preying 
on the weak of heart and gath- 
ering to his side those who 
coveted dominion over Aer. It 
was not long before the Shadowlord marched his armies of darkness across the world. The 
people of Aer, wholly unprepared for war at its malevolent worst, quickly fell to the 
Shadowlord’s ruthless might. So began the long years of suffering beneath the 
Shadowlord’s cruel oppression. 


THE HISTORY OF AER: THE COMING OF THE SHADOWLORD 2 


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The Rising of Heroes 


After years of subjugation, the people of Aer have 
become hardened and have resisted in 
small ways, but they are disorganised and 
unable to rebel openly without a leader 
strong enough to overcome the 
Shadowlord’s tyranny. Until that 
leader arises, Aer’s resistance is lim- 
ited to scattered bands of warriors 
attempting to curb the constant pil- 
laging of defenceless villages. 


The Council of Five is dedicated to 
bringing that leader to light. Made 
up of Aer’s wisest and most distin- 
guished rulers and mages, the Council of Five 
works in secret to train those brave enough to 
defy the Shadowlord, knowing that among the 
recruits would rise a true champion of good. 
Indeed, heroes have risen from the ashes of destruc- 
tion and their names are sung throughout the continents: Boric Longbeard, Shandel the 
Enchantress, Malric the Dragonsworn, and many others who carry on the fight. It was not 
until recently, however, that four champions of exceptional abilities came forward, and 
the Council of Five decided that it was time to strike out against the Shadowlord. 


They have chosen a warlord from among the four champions and put into motion their 
one chance at defeating the Shadowlord. It is a desperate gamble, for once their cham- 
pion engages in open rebellion, the Shadowlord will show no mercy 
to the people of Aer and his power is such that even the slightest 
setback or misstep could mean the complete annihilation of the 
rebel army. 


The opportunities for the champion to fail are many 
and the odds of success are slim. The Shadowlord 
did not conquer Aer by luck, and his four lieu- 
tenants are themselves deadly foes with hearts as 
merciless and relentless as a river in flood. The 
Shadowlord has given each of these lieutenants 
dominion over a continent, while he rules from his 
stronghold on Fire Isle. 


3 THE HISTORY OF AER: THE RISING OF HEROES 


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GETTING STARTED 


If you want to get a quick start, refer to the “Tutorial/Quick Start” section of the manual 
which begins on page 5. It provides a step-by-step plan of attack to familiarise you with 
the menus and aspects of a FANTASY GENERAL scenario, and should help you win the first 
battle on the continent of Keldonia. If, however, you prefer to familiarise yourself with 
the game as a whole, turn to the “Menus” and “Game Play” sections on pages 17, and 
46, respectively. 


What Comes With This Game 


Your game box should include this User Manual, a data card, and a FANTASY GENERAL CD- 
ROM. This User Manual explains how to play and contains important information on 
menus, scenarios, unit classes, and types of recruits. To play, install your disks according 
to the instructions on the data card. 


Copy Protection 


There is no physical copy protection for FANTASY GENERAL, however, the CD must be in 
the CD-ROM drive to play the game. 


Using the Mouse 


In this book, the term “click” means move the pointer to the desired area on the screen 
and press either the left or right mouse buttons. “Left-click” means move the pointer to 
the desired area and press the left mouse button. “Right-Click” means move the pointer 
to the desired area and press the right mouse button. 


In FANTASY GENERAL, left-clicking activates buttons and units. Right-clicking generally exits 
the current menu and returns to the previous menu or screen. Right-clicking also releases 
an active unit and allows the selection of another unit. Note: Right-clicking ends the turn 
of a unit that has moved. 


The mouse can also be used to identify most game operations and units. Moving the pointer 
over a button, icon, or unit displays information about that item in the legend panel. 


The mouse pointer’s shape indicates what its function is. The small arrowhead is used on 
all menus to select units and activate buttons. The pointer becomes a sword when moved 
over an enemy unit that is eligible for combat. When a spell is ready to be cast, the 
pointer becomes a small wand whose tip glows more brightly when over a target. 


GETTING STARTED: WHAT COMES WITH THIS GAME 4 


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Saving Your Game 


It is possible to save a game of FANTASY GENERAL both during a battle, as an option on the Main 
menu during all games, and in between battles during a Campaign game. The Main menu has 
both Fast Save Game and Save Game buttons which save the game in slightly different fashions. 


Left-clicking on the Fast Save Game button saves the current game in a single file. Every time 
the Fast Save Game option is used, the old file is overwritten with the current game situation. 


The Save Game button displays the Save Game menu, which has nine positions for saving 
games, and provides an opportunity to label the save with a descriptive name. The actual 
save file, however, is based on the numeric position of the save rather than the name 
describing the game. There is also a Fast Save Game button on this menu which works 
exactly as it would during the game. 


FANTASY GENERAL also has a Play-By-Mail (PBM) option that requires a slightly different 
technique for saving games. For more information, see the “Playing a Play-By-Mail 
Game” section on page 28. 


TUTORIAL/QUICK START 


This tutorial provides step-by-step suggestions to familiarise you quickly and easily with the 
basic menus, options, and units in the first FANTASY GENERAL battle in the Campaign game. 


5 GETTING STARTED: SAVING YOUR GAME 


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STARTING FORCES 


CHARACTER NAME 
CHARACTER NAME 


CHARACTER PORTRAIT 


Choosing a Character and Setting Preferences 


The Startup Screen offers choices of how to play FANTASY GENERAL across the top of 
the screen. They are: Campaign Game, Play Scenario, and Play in the Arena. Two other options, 
Load Saved Game, and Load PBM Turn allow a previously saved game to be continued. 
Difficulty and Character Choice, are also determined on this screen. For now left-click on 
the scroll arrows beneath the character portrait until you get to Archmage Krell. 
Background information about this powerful wizard appears to the left and Archmage 
Krell’s starting army appears to the right of the portrait. Left-click on the Easy button under 
Difficulty, then left-click on Start Game to begin a Campaign game. 


A screen appears displaying background information about the continent your character 
is attempting to liberate and which of the Shadowlord’s generals is confronting your char- 
acter. Left-clicking on the portrait or text area displays the next screen. 


The Continent Map 


The Continent Map screen is where you purchase new units, research new units, and 
choose which enemy held area to attack. The following buttons are located on the top 
left of the screen in descending order: Manage Your Army, Allocate Rewards, Save Game, and Quit 
Game. Left-click on Manage Your Army. 


TUTORIAL/QUICK START: CHOOSING A CHARACTER AND SETTING PREFERENCES 6 


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MANAGE YOUR ARMY 


ALLOCATE REWARDS 


SAVE GAME 


QUIT 


Army Management 


This screen shows your current army in the Army Roster panel across the top. The num- 
ber of roster positions to be filled appear below and to the right in the May Buy panel. 
Magic items available to give your units are shown in the Item Pool below that. 


First your army needs four new units to fill out its roster. This is done by selecting a unit 
class located on the left of the screen. Left-click on Sky Hunter, and the different units avail- 
able for purchase appear in the centre of the screen. If you left-click on one of these units 
their statistics appear below them. Select Wing Riders, the least expensive unit of the 
Sky Hunter class, and then left-click the Purchase button, located at the lower-right of the 
screen. The unit just purchased appears at the end of the Army Roster panel located at 
the top of the screen. Now, purchase the following units: Air Warriors and Warbands 
from the Heavy Infantry class and Unicorns from the Cavalry class. 


The final step is to give one of your units the Wand of Fireballs in the Item Pool. Left-click 
on one of your army units at the top of the screen. A good choice is the Skirmisher class 
unit, “Slingers.” Once you have a unit chosen, the magic item becomes highlighted. Left- 
click on the Wand of Fireballs to give it to the selected unit. Wand of Fireballs now appears 
in the unit description under “Item,” and a golden sphere appears under the unit icon in the 
Army Roster panel. Left-click the Exit button to go back to the Continent Map screen. 


Allocating Rewards to Research Units 


The next step is to decide how to allocate any gold rewards. This is done by left-clicking 
the Allocate Rewards button. 


As your character’s forces capture towns, search points of interest, and liberate 
regions, their army receives rewards of gold. This gold is distributed to research 
more powerful units of the different classes based on what percentage has been 


7 TUTORIAL/QUICK START: ARMY MANAGEMENT 


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ARMY ROSTER 


UNIT UPGRADE/ 
PURCHASE PANEL 


UNIT CLASSES 


UNIT INFORMATION 
PANEL 


UNIT COST 


MAY BUY PANEL 


MAGIC ITEMS 


UNIT NAME 


TREASURY 


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set. Changes are made by clicking the mouse pointer over the arrows next to each per- 
centage of that class. For now, allocate the following percentages: Heavy Infantry to 15%, 
Cavalry to 10%, Sky Hunters to 15% and Spellcaster to 10%. Reduce other classes down 
until % to Spend equals 30%. Once this is done left-click on Exit. For more detailed 
information see the “Reward Allocation Screen” section starting on page 38. 


Beginning the Battle 


Now, choose the first region to be liberated from the Shadowlord. Move the pointer over 
the black-and-gold skull emblems; the lower right panel will indicate that your 
character is attacking a particular region. Left-click on the emblem for the Scarlet 
Plain, and read the Council’s briefing on the area you are attacking. 


TUTORIAL/QUICK START: ALLOCATING REWARDS TO RESEARCH UNITS 8 


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UNIT CLASSES 


RACES AVAILABLE 


REGION BRIEFING 


CONTESTED REGION 


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Each scenario in FANTASY GENERAL is made up of a number of turns. During each turn both 
sides are given a chance to move units, attack enemy units, cast spells, rest units, recruit, 
and other actions. The majority of this activity takes place on the Tactical Map screen. 
Left-click on the screen to begin deployment. 


Along the top of the screen is your current gold reserve, hex description, and hex coordi- 
nates (X,Y). A row of jewelled buttons appear along both sides of the screen which 
provide different options for use throughout the game. The buttons on the right side of the 
screen are those of the Options menu; these buttons are always the same. The buttons on 
the left side are the Main menu buttons unless a unit has been selected. Then they are 
exchanged with the buttons of the Unit menu. Many of these buttons are discussed sub- 
sequently in this tutorial and more thoroughly in the “Menus” section starting on page 17. 


Deployment 


The army must be deployed before the battle can be joined. The Tactical Map screen dis- 
plays a portion of the map with sixteen lighter hexes, and the name of the current unit to 
be deployed on the lower-left panel of the screen. The unit should be the “1st Treemen.” 


Before beginning deployment, move the pointer over the buttons on the right side of the 
screen until the panel at the top of the screen reads View Strategic Map. Left-clicking changes 
to a strategic view of the battlefield with enemy held positions as black hexes and 
Council strongholds shown as red hexes. The lighter hexes surrounding the red hex are 
where your character’s troops can be deployed. Now is an excellent time to plan a strat- 
egy for the battle ahead. 


9 TUTORIAL/QUICK START: BEGINNING THE BATTLE 


DEPLOYMENT AREA 


CURRENT UNIT 


TOWN 


SHRINE 


END PLACEMENT 


There are two enemy positions to be liberated, the Shrine of Hespae and the town of 
Fellstan. Since the shrine is closer, you might want to attack it with foot troops, and use 
your Cavalry units to race toward Fellstan. When deploying, try placing all of the Heavy 
Infantry units to the right, and leave the left side for the Cavalry and Skirmishers. 


Move the mouse pointer to one of the lit hexes at the right end of the deployment area, 
and left-click on the hex. The Treemen should appear placed in the hex. Do this for each 
unit until you have finished deploying all of your units. The unit of Wing Riders can fly 
over any of your ground units, so it can be placed in any hex. 


A unit can be undeployed by right-clicking on it. This empties the hex and makes the unit 
available for re-deployment. Unless the unit is re-deployed else- 
where immediately by left-clicking, it will be moved to the 
end of the roster for deployment. Two deployed units 
may be swapped by right-clicking on the first 
to undeploy it, then left-click on a second unit. 
The first unit is placed, and the second unit is 
moved to the end of the roster for deployment. 


Once deployment is complete, left-click the blue End 
Placement button in the top right of the screen. The 
Tactical Map will be replaced by a screen that names 
the phasing character and the number of turns 
remaining in the game, in this case it will say: 


Archmage Krell 
Turn 1 
10 Turns Left 
Left-click or press any key to proceed. 


TUTORIAL/QUICK START: BEGINNING THE BATTLE 10 


FRIENDLY UNITS 


FRIENDLY OBJECTIVES 
(IN RED) 


ENEMY UNITS 


ENEMY OBJECTIVES 
(IN BLACK) 


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OPTION MENU 
BUTTONS 


MAIN MENU 
BUTTONS 


Turn 1 


On this first turn, the plan is to move most of the infantry as close as possible to the 
Shrine of Hespae, while the Cavalry move across the plain towards the town of Fellstan. 


Visibility 
The Tactical Map view will return, showing the deployed army of the Archmage sur- 
rounded by lighter coloured hexes, surrounded in turn by darker coloured hexes. The 
lighter hexes represent the area that is visible to the troops of the Archmage. Any enemy 
units that are currently visible appear on the map. If you must know where the enemy is 
located, the second button from the top on the right side is the Spot Hidden Units (a green 
button with a spyglass). Left-clicking on this button will reveal the enemy even though 
they are outside the normal spotting range of the Archmage’s forces. Left-clicking on this 
button again, while it reads Hide Units, restores their hidden status. 


Movement 
Left-click on the 1st Treemen. The hex border flashes and the area of lighter hexes shrinks to 
indicate the Treemen’s movement range. Now, left-click on the highlighted hex nearest the 
Shrine and the Treemen will move to that hex. Each hex costs a portion of a unit’s movement 
to enter. Entering a mountain or river hex ends a foot unit’s turn and slows mounted units. 


If you were to left-click on the button on the left side of the screen whose legend reads 
Abort Move (a green button with a slashed circle), the Treemen would return to their origi- 
nal spot, ready to move elsewhere. Any enemy that would be visible to the 1st Treemen 
from their new location does not appear until that unit’s turn is over, signified by right- 
clicking or selecting another unit. When this happens, the 5th Goblins Light Infantry is 
revealed at the Shrine, and the Life flag beneath the 1st Treemen turns a darker shade of 
orange. That unit’s turn is over. 


11 TUTORIAL/QUICK START: BEGINNING THE BATTLE 


TREASURY 


FAST LOAD 


FAST SAVE 


CAST CHARACTER SPELL 


END TURN 


POINTER 


SHRINE 


NEXT UNIT 


SHOW AERIAL/GROUND UNITS 


STRATEGIC MAP 


SHOW/HIDE WOUNDS 


LEGEND 


Select one of the units of Cavalry, and move it down the map as far as it will go in the hex 
row parallel to the river. Depending on where it begins, it may encounter an enemy unit 
or merely reveal it. This enemy unit is the 2nd Orcs, a nasty Heavy Infantry unit of 
Dragga the Orc King. Note: The Abort Move button is dark if it found a previously hidden 
unit. Either way, right-click for now and end that unit’s turn without engaging. Before 
attacking the 2nd Orcs, your character the Archmage has a surprise for them. 


Casting Character Spells 
Archmage Krell can cast a character spell once per turn. Other characters also have 
spells, including the minions of the Shadowlord. 


You should see the 2nd Orc unit South of your army. Move the mouse pointer to the Cast 
Character Spell button (a blue button with a star, on the left side) and left-click. The menu 
switches to reveal four blue-star buttons representing the Archmage’s arsenal of magic: 
Fireball, Fear, Weakness, or Whirlwind. Left-click on Cast Fireball, the top button, and the 
pointer changes from a sword to a wand. Move the wand over the 2nd Orcs unit and left-click 
on it. An orange cloud of flame covers the orcs and a panel appears describing the results. 


Effects of Spells 
The first number, between the unit name and the skull, repre- 
sents kills. The second number, next to the bloodstains, 
represents wounds. Whenever a unit takes damage from an 
attack it can suffer kills and wounds. Wounds can be recovered by resting the unit. Kills 
can only be recovered through recruiting. This process will be described in detail shortly. 
When the panel disappears, the number of life at the base of the 2nd Orcs has diminished. 
The new number should reflect the kills and wounds the Fireball inflicted. 


All units are represented on the Tactical Map by various icons: horsemen, footmen, and 
wizards. One feature that these icons have in common is a Life indicator, a flag beneath 
the unit with a number on it. Council forces have an orange flag with a black number, 
volunteers have an orange flag with a white number, and Shadowlord troops have a blue 
flag with a black number. 


The flag represents the unit’s maximum life total, less kills and wounds. This number can 
be reduced during the course of a battle and if it ever reaches zero the unit is destroyed. 
Left-click on the Show Wounds button (the green button with 9, 10, and 15 Life flags, on the 
right side). The number in the flag changes to indicate the number of wounds for all units. 
The 2nd Orcs may display a number between one and five after the Fireball, represent- 
ing one to five wounds. Any kills they received will not be counted in this total. Left-click 
on the button again, note that now the legend says Hide Wounds. All the flags disappear. 
Left-clicking a third time, while the legend reads Show Health, returns the Life flags. 


All of the units in Archmage Krell’s army have flags that read “15” except the 7th 
Conjurers. All Spellcasters have a maximum of 10 life. For more information about this 
see the “Soldiers and Spellcasters” section, starting on page 55. 


TUTORIAL/QUICK START: BEGINNING THE BATTLE 12 


Attack with a Flying Unit 
Now that they have been shaken by a fiery blast of magic, the 2nd Orcs are more vulner- 
able to attack. Left-click on the View Flying Units button (the green button with the wings) 
until the unit of Wing Riders appears. This button is a toggle to show either the flying units 
or the ground units in a hex. When the ground unit icon is prominent, there is a small sil- 
houette of a flyer above it. When the flyer icon is prominent, there is an infantry silhouette 
below it. Left-click on the Wing Riders and move them directly over the 2nd Orcs. 


The pointer changes to a sword from its normal arrowhead shape when in the hex with the 
Wing Riders and the Orcs. This indicates that the Orcs are subject to attack by the Sky 
Hunter unit. Now look at the bottom of the screen; in the right-hand panel is the skull 
emblem of the Shadowlord next to the name of the enemy unit and a number in parenthe- 
sis indicating the amount of life the unit has remaining. Below that is the class of the unit. 


The left-hand panel shows the projected losses from combat between the Wing Riders 
and the Orcs. These losses are expressed in kills and wounds for each unit, but are an 
estimate. The Wing Riders have an advantage over the Orcs and are likely to inflict heavy 
losses on them. Now, left-click in the hex. This time, both units are shown on the results 
panel since both units can receive casualties in the form of kills and wounds. 


One other effect of combat that can occur is a negative 
morale result. When units take casualties, either wounds or 
kills, that unit may suffer from a morale reduction. Units may 
become disordered or broken as a result of combat, reducing their effectiveness. 
Disordered units recover at the end of a combat, broken units must rest to recover. When 
a unit has broken, a red sphere appears next to the Life flag below the unit. 


13 TUTORIAL/QUICK START: BEGINNING THE BATTLE 


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CURRENT TREASURY 


UNITS 


MAIN MENU BUTTONS 
OPTIONS MENU BUTTONS 


LEGEND 


Completing the Turn 
After the panel disappears, the Orcs are likely to retreat away from the attack. This may 
position them for attacks from other units. Left-click the other unit of Cavalry and see if 
its movement range will carry it to a hex adjacent to the 2nd Orcs. If so then move it 
there, and move the pointer over the Orcs. The projected losses will appear at the bottom 
of the screen as before. Left-click to attack — the Cavalry unit slides towards the Orcs 
and the results panel appears. The Orcs may retreat again, if they are not destroyed. 


Move the rest of the units in the Archmage’s army towards the two objectives. Any foot 
units that can move along the road are able to move farther. 


Avoid having any one unit move too far in front of the rest of the army. This leaves it vul- 
nerable to attack by multiple units, which is potentially fatal. Use the Next Unit button (the 
red button with the double-ended arrow) to select the next unit in order. When this but- 
ton darkens, all of the active units have moved. Since the character spell has been cast, 
this turn is basically over. 


Saving the Game 
Now would be a good time to save the game. Choose either the Fast Save Game or Save 
Game button from the Main menu (the blue arrow-and-disk buttons on the left side). The 
Fast Save Game button saves to the same file every time. The Save Game button activates the 
Save Game menu described on page 5. 


When your character’s turn is done and you’ve moved or given orders to all of your units, 
left-click on the End Turn button. The enemy moves its units and completes its turn. 


Turn 2 


After left-clicking on the 9 Turns Left screen, the Tactical Map reappears. This turn should 
see the liberation of the Shrine of Hespae, and the beginning of the assault on the town 
of Fellstan. Up to five enemy units could be visible at this point, the 1st and 2nd Orcs, 
and the 3rd through 5th Goblins. They are arrayed between the army and its goal. By left- 
clicking on your character’s units, you can tell which are capable of moving next to 
enemy units and attacking. If a unit is accidentally moved, use the Abort Move button to 
return it to its initial position. 


Rest and Recovery 
If any units have taken many kills or wounds, or been broken in combat, now might be a 
good time to rest them to recover wounds and restore morale. Any unit that is broken, indi- 
cated with a red sphere under it, or only has one to seven life remaining should be rested. 


Left-click on a unit that needs to rest and then move the pointer over the Rest button. The 
legend panel at the top of the screen reads Rest(n) where n is the number of wounds the 
unit is carrying. When the Rest button is left-clicked, the unit loses the broken morale 


TUTORIAL/QUICK START: BEGINNING THE BATTLE 14 


marker, if it had one, and recovers all wounds. Any kills the unit suffered are not restored; 
to do that requires using the Recruit button while next to a friendly town, castle, or tower. 
Note: Resting or recruiting both use a unit’s entire turn. 


Resting is only partially successful if there is an enemy unit adjacent to the unit attempt- 
ing to rest. In that case, only one life will be restored, and the morale recovered is lower. 
It is always best to destroy, or drive away, adjacent enemy units before trying to rest. If 
this is the case in your game, do this first. 


Liberating the Shrine of Hespae 
Move the 1st Treemen right up to the 5th Goblins and attack them. The Goblins will 
almost certainly retreat out of the shrine. Another unit, such as one of the Air Warrior 
units, the Warband, or even the Slingers, may be able to occupy the Shrine at this point. 
If any unit can attack the 5th Goblins during this process, then by all means do so. If they 
are destroyed, so much the better. 


Once the Shrine has been occupied, even if the Goblins are lurking nearby, some volun- 
teers will appear. They may be some Light Cavalry, a group of Apprentices, or possibly 
another Warband. This unit of volunteers can be identified by the white numbers on their 
life flag and a golden “v” under the unit on the Army Roster. They will be able to move 
and fight for your character’s army next turn. 


Casting a Unit Spell 
Find and left-click on the 7th Conjurers; if they are not next to a unit of Cavalry, move them 
until they are, but don’t right-click or select another unit yet. There is a red starburst button 
on the Unit menu panel whose legend reads Cast Death Wounds. Left-click on this button and 
move the resulting wand pointer over the Cavalry unit and left-click again. A skull anima- 
tion will appear over the Unicorns, and a panel will indicate that the spell has been cast. 


Now double left-click on the unit of Unicorns. An information panel appears showing an 
abbreviated set of statistics for the unit. Left-clicking in the statistics panel shows the unit’s 
complete information, including a sketch of the unit. At the bottom are three buttons. The 
red centre button shows the letter “E.” Left-clicking here displays the spell effects. 


Try double left-clicking on other units. The unit car- 
rying the Wand of Fireballs shows a wand in the 
right-hand blue button. Left-clicking on this button 
presents a description of the magic item’s abilities. 


Right-clicking returns to the Tactical Map. Move the 
unit of Unicorns up to a unit of Orcs if possible, and 
attack. All combat results to the Orcs are kills, 
which they won’t recover easily. 


15 TUTORIAL/QUICK START: BEGINNING THE BATTLE 


The unit with the Wand of Fireballs has a similar ability. Move the unit carrying the 
wand adjacent to an enemy unit. This time the Unit Spell button will read Cast Fireball. 
Left-click on the button, move the wand over the enemy unit and left-click again. 
Another Fireball explodes! 


Prepare for the Assault 
Any units that have yet to move should head towards Fellstan, attacking any units they 
encounter on the way. Move the Wing Riders last, using them to attack any units that are 
badly damaged and retreat from combat towards the town. Prevent any enemy units from 
retreating into the town if possible. 


Don’t forget to cast the Character spell! Try any of the other spells except Whirlwind, 
since it only affects enemy flyers. 


Turn 3 


The enemy units may use this opportunity to rest and try to resist the assault. They may 
even recruit a new unit. Don’t worry, however, they are still outnumbered. This turn, the 
army should concentrate on mopping up any Goblins and Orcs still in the plains with 
Cavalry, and move Heavy Infantry units into striking distance of Fellstan, if they are not 
already there. If King Dragga has recruited a new unit in the town, use the Fireball char- 
acter spell and the Wand of Fireballs to soften it up before attacking and minimise 
friendly losses. The Wing Riders can track down the 2nd Orcs if that unit has fled across 
the river, or help to mop up if needed. 


Finishing the Battle 


The battle ends when most of the enemy units are destroyed; by then, Fellstan and the 
Shrine of Hespae should both be in friendly hands. The enemy will offer to surrender 
when only one unit is left. The decision to accept or refuse is up to you; however, your 
units gain experience for every combat they undertake. Experience can become very 
important in a Campaign game and is described in detail in the “Experience” section 
starting on page 50. 


If the offer of surrender is declined, the battle may last several more turns until the last 
unit is hunted down. If the enemy should somehow recover from the conditions that 
caused them to offer a surrender, and the time runs out, you will lose! 


Continuing the Campaign 


After the first battle is over, the Continent Map screen appears. At this point, you may 
wish to Save or Exit. You can continue this campaign, or you may wish to restart with 
another character and forge your own destiny. The “Strategy Notes” section, starting on 
page 59, contains suggestions for more successful campaigning. 


TUTORIAL/QUICK START: BEGINNING THE BATTLE 16 


MENUS 


FANTASY GENERAL is controlled by several different menus that define what type of game 
is being played, whether or not the computer is the opponent, and even the composi- 
tion of the army being used. While FANTASY GENERAL is extremely playable without 
knowing the details of every button, your gaming experience should be enhanced by 
the following descriptions. 


Startup Screen 


The Startup Screen shows a char- 
acter portrait in the centre of the 
screen, with background informa- 
tion to the left and an army roster 
on the right. The default setting is 
to play a Campaign game, how- 
ever, this screen is where you can 
select to play a Scenario or fight a 
head-to-head battle called an 
Arena game. 


Choose a Character 


At the core of FANTASY GENERAL are four characters who have risen to positions of respon- 
sibility in the forces of the Council of Five. Each character has specific abilities that make 
them unique. 


Knight Marshal Calis 
When Calis came of age during the renaissance period of the Awakening, he was 
accepted into the Academy of Caerovia on the Isle of Four Winds. There he studied the 
art and discipline of the paladin, though it soon became clear to his instructors that Calis 
was blessed with a natural ability greater than any other candidate. So it was that Calis 
was knighted, sent into battle when the Shadowlord challenged the world, and captured 
in that first battle by Maloch of Blacklance. Though he does not speak of his years of 
imprisonment, many say that Calis’ escape was accomplished by his undaunted righ- 
teousness, others that it was divine intervention. Certainly, none could dispute his 
ascension to the high rank of Knight Marshal. 


17 MENUS: STARTUP SCREEN 


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Knight Marshal Calis now moves swiftly about the land, striving to bring comfort and 
healing to the oppressed peoples of Aer. He is driven by the two guiding principles of his 
knightly order: compassion and justice. His actions are swift but fair, firm but merciful, 
believing that his example will help others fight back against the horrors of his world. 
Indeed that is the case, for even the most fearful of squires under his command would fol- 
low him on a march through death’s own abyss. 


KNIGHT MARSHAL CALIS has the following abilities: 
k Limited Spell Caster: Once per battle, he can heal all wounds on all friendly units. 
k Cavalry Recruiter: He purchases and researches Light Cavalry and Cavalry units at a discount. 
k Charismatic: Units under his command gain a +20 morale bonus, making them less 
likely to become disordered or broken. 
k Healer: Wounds received may be converted to a morale loss instead. 


Lord Marcas 
Born to a family of minor nobles on the icebound 
and bandit ridden continent of Pothia, Lord 
Marcas had a short childhood filled primarily 
with the harsh chores of survival. When the 
Shadowlord rose from his time-forgotten grave 
and loosed his malevolence on the world, Lord 
Marcas was but thirteen years old and without 
home or family. 


So began his mercenary career, fighting bandits in 
defence of the already weakened villagers and 
defying the Shadowlord’s rule however he could. 
Through his years of fighting, the Lord Marcas’ 
fame and fortune as a warrior steadily grew such 
that, by the time he reached the fullness of his manhood, Lord Marcas found himself a 
hero of the land and the commander of a small but experienced army of foot soldiers. 


LORD MARCAS has the following abilities: 
k Light and Heavy Infantry Recruiter: He purchases and researches Light and Heavy 
Infantry units at a discount. 
k Famous: Increases the chance that Heroes will be attracted to his army. 
k Warlord: Allows a larger core army. 
kGeneral: Purchased units and recruited replacements start with one level of experience. 


MENUS: STARTUP SCREEN 18 


Archmage Krell 
Archmage Krell was an instructor at the Academy of 
Caerovia who commanded the respect and awe of his stu- 
dents and peers alike. As the blight of the Shadowlord’s 
reign darkened the world, Krell chose not to 
withdraw behind a veil of seclusion as so 
many counsellors deemed wise, but to carry 
his magery and wisdom onto the battlefield. 


Believing himself somewhat responsible for 
opening the doors to the magical during the 
Awakening, Krell is a man in search of redemp- 
tion — one who refuses to spare any energy for 
what he would term unnecessary emotions. Instead, 
all his energies are channelled into sharpening his 
mind for those brief, decisive moments where his 
actions can make the difference. 


Averse to risking mortal souls in his harrowing fight against darkness, Krell uses his arcane 
skills to fill the ranks of his army with magical creatures whose innate resistance make 
them a small but effective force against the Shadowlord’s evil. 


ARCHMAGE KRELL has the following abilities: 
k Spell Caster: Once per turn, one of four spells can be cast anywhere on the Tactical 
Map screen: Fireball, Fear, Weakness, and Whirlwind. The effects of these spells can be 
found in “Appendix 2 — Spells” starting on page 71. 
kArchmage: Krell purchases and researches Magical units and Spellcasters at a discount. 
Magical replacements start with one level of experience less than the unit they are being 
recruited into. 


Sorceress Mordra 
The Sorceress Mordra was born to a small tribe of fisher folk who plied the berg strewn 
waters of the northern sea. Not content with that arduous but quiet life, Mordra made her 
way to the mainland, looking for excitement and someone to teach her the intricate arts 
of magic beyond the simple cantrips of the village hedge wizard. Those dreams were 
destroyed when one of the Shadowlord’s raiding parties set fire to her boat and left her for 
dead in the hostile jungles of Avernion. 


Mordra’s affinity with magic grew stronger as she struggled to survive, as did her mastery 
over the beasts she struggled alongside of, until her sorcery was the equal of any. From 
there, she began her fight against the many evils afflicting the land. Though Mordra her- 
self claims that the driving principle in her life is the quest for knowledge, most recognise 
that it is her rage against capricious and unjust power wielded by the Shadowlord that 
fires her courage and heroism. 


19 MENUS: STARTUP SCREEN 


SORCERESS MORDRA has the following abilities: 
k Limited Spell Caster: Once per battle she can cast one of two spells: 
Heal Beast which heals wounds to all friendly Beast units. 
Plague which attacks all living enemy units. Undead and Mech units are immune. 
k Beast Master: She can recruit Beast units. 
kSummon Monsters: At the beginning of each battle, she summons two random Magical units. 


Change Name 
If you wish to rename the character you play, left-click on this button and press the Esc 
key to erase the character’s name in the legend panel. Type the character’s new name 
and press Enter. This name will go down in the annals of the Council of Five! 


Play a Scenario 


Scenarios are premade games which represent various battles in the Shadowlord’s war of con- 
quest over Aer. Left-click on the Play a Scenario button to choose one of these legendary battles. 


Choose One of Five Scenarios 


The names of the five battles appear directly beneath the Play A Scenario button. Set which 
side will be played by the computer, if either, and set the difficulty. Then left-click on a 
scenario and left-click again on the Start Game button. 


Difficulty 


The difficulty level adjusts the 
amount of gold the computer 
player receives and the “Artificial 
Intelligence” (AI) with which it 
plays. The difficulty can be set to 
Easy, Medium, Hard, or Custom. The 
Custom setting allows the AI and 
gold to be set by you. 


Gold 
Gold is used to purchase new units, replace destroyed units, and upgrade existing units. 
In the Campaign game, gold is also used for researching new grades of unit that are more 
powerful. The more gold the computer starts out with, the more units it can buy. 


Level 
As units go through combat they become more experienced, and consequently, 
more dangerous. At higher AI settings, units purchased by the computer start with 
more experience. 


MENUS: STARTUP SCREEN 20 


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Play in the Arena 


The Arena is where you can wage war with your character against any of the computer 
characters in FANTASY GENERAL, or against a human opponent through Play-by-Mail (PBM). 
The Arena allows you to tailor the game as you wish: 


k Create the battlefield from pre-generated maps or random maps 


k Set character income and experience levels 


k Choose the number of turns a game takes 


k Create your own character and select the advantages he or she has 


k Build your character’s army or have the computer automatically do it for you 


k Purchase Magic Items 


k Save your specially-built army and test it against other players 


k Load favourite armies from the Arena or a Campaign and pit them against one another 


Players Setup 


Choose to play against either a human opponent or the computer by left-clicking on 
either Human or Computer. If you are initiating a Play-by-Mail game, it is assumed that you 
will be Player 1. 


After you have selected Player 1 and Player 2, left-click on Start Game. 


Arena Options Screen 


At the Arena Options screen you can initiate a Play-by-Mail (PBM) game, set the experi- 
ence level of Artificial Intelligence (AI) the computer buys (if you are playing 
against the computer), set the limits of the game in turns and percentage of units 
lost, as well as select the map upon which the game is to be played. 


21 MENUS: PLAY IN THE ARENA 


PBM BUTTON 
LEGEND 


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Turn Play-by-Mail (PBM) On/Off 
If you want to play a PBM game with another 
player, this toggle button must be set to “On.” If 
you are playing against the computer, then this 
option is not available. 


Turn Hidden On/Off 
For a PBM game you can choose to have your 
units hidden from your opponent’s view or not. 
If you are playing against the computer, this 
option is available during game play. 


AI Income 
Set the level of gold the computer opponent 
gets each turn, from 5 to 10,500. 


AI Level 
Choose the beginning level of units the com- 
puter has, from 0 (no experience) to 5, the most experienced (and deadly). 


Player Set Maximum Unit Grades 0 - 5 
Choose to limit the experience level of your character’s units from 0 to 5. 


Turn Limit 
Choose the number of turns the game will last, from 5 (a fast game) to 100 (the longest 
game possible). 


Fixed Maps 
To select a favourite, pre-generated map, left-click on the map name from the available 
maps listed. To view more maps or the previous set of maps, left click on the More or 
Previous buttons. 


Random Maps 
The benefit of creating your own map is that different units have different movement 
advantages over certain kinds of terrain. 


To create a new random map, left-click on Random Maps. Then select one Continent type: 
Plains, Ice, Jungle, Desert, or Volcano; and one Terrain type: Clear, Rough, Mountain, 
Swamp, or Woods. Note: There are no Swamp type maps for the Volcano or Ice continents. 


Once you have chosen your opponent player, the battlefield, and how long the arena game 
will last, you may choose the character who will lead your army to battle. Left-click on Done. 


MENUS: PLAY IN THE ARENA 22 


Player Characters 


Choose Character 
In the centre of the screen is the 
portrait of the currently selected 
character. To view more charac- 
ters, left-click on the up or down 
arrows or the character portrait 
itself. To change the name of the 
character, left-click on the Change 
Name button, then type in the 
name you wish and press the 
Enter key on the keyboard. 


The characters with dark backgrounds represent evil versions of the four main characters 
who have similar abilities. They are able to recruit units that are normally reserved for the 
evil side of the Campaign game, such as Orcs, Goblins, and Undead. All of the charac- 
ters have abilities that are unique to their identity and can only be explored by choosing 
those characters rather than selecting particular advantages. 


KNIGHT MARSHAL CALIS has the following innate abilities: 
k Limited Spell Caster: Once per battle, the he can heal all wounds on all friendly units. 
kCavalry Recruiter: He purchases and researches Light Cavalry and Cavalry units at a discount. 


LORD MARCAS has the following innate abilities: 
k Light and Heavy Infantry Recruiter: He purchases and researches Light and Heavy 
Infantry units at a discount. 


ARCHMAGE KRELL has the following innate abilities: 
k Spell Caster: One per turn, one of four spells can be cast anywhere on the Tactical 
Map screen: Fireball, Fear, Weakness, and Whirlwind. The effects of these spells can be 
found in “Appendix 2 — Spells” starting on page 71. 


SORCERESS MORDRA has the following innate abilities: 
k Limited Spell Caster: Once per battle she can cast one each of two spells: 
Heal Beast, which heals wounds to all friendly Beast units. 
Plague, which attacks all living enemy units. Undead and Mech units are immune. 


k Summon Monsters :At the beginning of each battle, she summons two random 
Magical units. 


23 MENUS: PLAY IN THE ARENA 


Advantages 
The pre-generated characters represent selections of abilities that are used in the 
Campaign game. Each character has different abilities which are unique to the character 
and cannot be selected in the Advantages column. Selecting other advantages like 
Archmage, Beast Master, or Mech Master allow the character to use different abilities. 


Custom characters are possible by choosing from among the advantages possible rather 
than using just the pre-generated sets. Left-click on an advantage to select or deselect it 
for the character. A description of the advantages and their results follows below. 


Fame 
Increases the chance of finding heroes to join your character’s army during campaign 
games only. 


Warlord 
Gives a higher army level limit during campaign 
games only. 


General 
New units start with one level of experi- 
ence as do recruits replacing kills. 


Charisma 
All units get a +20 bonus to their morale 
rolls. 


Healer 
Wounds may be converted to a morale loss instead. 


Engineer 
Allows Mech units to repair damage by resting, like other units. Without the Engineer 
advantage, all damage to Mech units is permanent. 


Archmage 
Allows the character to recruit Magical race units at a discounted price. When Magical 
units recruit replacements, they join the unit with one level experience lower than the 
unit’s, limiting the reduction in experience from kills. 


Mech Master 
Unlike the Engineer, Mech units are added to the character’s list of unit types that may be 
recruited. 


Beast Master 
Beast units are added to the character’s list of unit types that may be recruited. 


MENUS: PLAY IN THE ARENA 24 


Ranger 
All units have a +1 search range, and they pay only 1 movement point when moving in 
forest terrain. 


Dwarven 
Units gain a +3 attack bonus when attacking castles, and all units pay only 
1 movement point when moving in mountain hexes. The character’s other units also gain 
a +2 bonus to their armour rating. 


Other Options 


Max Unit Grade 
Set the maximum grade the character’s units can be, from 0 (the lowest grade, least 
expensive) to 5 (the most expensive). 


Unit Limit 
Choose the maximum number of units a character can have in his or her army, from one 
unit against the world, to a massive 64 unit army. 


Purchase Army Gold 
Choose the amount of gold the character can purchase units with, from 50 to 35,000. 


Starting Gold 
Determine the amount of gold the character begins the arena game with, from 50 to 
35,000. Note that this gold can only be spent to purchase units during game play. 


Heroes Allowed 
If this button is highlighted heroes can be purchased. Note: Some heroes can cast spells 
and all heroes boost morale for units adjacent to them. 


No Heroes Allowed 
If this button is highlighted heroes cannot be purchased during the army construction 
process. 


Build Army 
Left-click on this button to purchase the units for your character’s army. 


Auto Build Army 
Left-click on this button to have the computer automatically choose your character’s 
units for you. 


Purchase Unit Screen 


With the gold available for purchasing an army, here you can choose units from ten class 
types, buy units magical items, or load your favourite armies from Arena or Campaign 
games. 


25 MENUS: PLAY IN THE ARENA 


Select Class 
To view the units available in each class, left-click on the class name you wish to see. 
Units, cost, and a unit’s statistics appear in the centre of the screen. For definitions of unit 
statistics, see the “Examine Unit” section on page 44. 


Set Experience 
Units can begin a battle with up to five levels of 
experience, which infer all the bonuses to attack 
and armour values that would accrue. 
Experience can be increased by left-clicking in 
one of the five shield shaped spaces in the Unit 
Name panel. As the unit’s experience increases, 
the unit’s cost increases to reflect its greater 
expertise. The difference in cost will be lower for 
cheaper units and higher for more expensive 
units. To reduce a unit’s experience, left-click on 
the first shield to reset to level one, then left-click 
on the first shield again to reset to zero. For more 
information about the benefits of experience, see 
the “Experience” section starting on page 50. 


Purchase a Unit 
To purchase a unit, left-click on it, then left-click on the Purchase button. Once purchased, 
a unit is added to the Army Roster along the top of the screen. If you wish to remove a unit 
from the Army Roster, left-click on it and then left-click on the Delete button. Arrows appear 
at the ends of the Army Roster panel which scroll forward or back to see more units. 


MENUS: PLAY IN THE ARENA 26 


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LEGEND 


UNIT CLASSES 


ARMY ROSTER PANEL 


UNIT PURCHASE PANEL 


UNIT NAME 


UNIT COST 
PURCHASE MAGIC ITEMS 


UNIT INFORMATION PANEL 


Rename Unit 
To give a unit a new name, left-click on the red 
shield next to the unit’s name. A cursor appears 
allowing you to delete the current name and type 
in a new one. When finished, hit the Enter key. 


Purchase Magic Item 
To purchase a magic item for a unit, first left-click 
on the unit, then left-click on the red shield next to 
the word “Item” in the Unit Information panel. 
Magic items and their costs appear in a list. Left- 
click on an item’s name to select it and the unit’s 
new “Final Cost” appears at the bottom of the screen. 
Siege units cannot carry magic items. Each unit can 
only carry one magic item at a time. For a description 
of the powers of the magic items see “Appendix 4 — 
magic Items” starting on page 73. 


Load an Arena or Campaign Army 
To select an already made army from a Campaign or from a previous Arena game, left- 
click on the Arena or Campaign buttons. 


If the army chosen exceeds any of the settings chosen on the Options screen, a list appears 
describing which settings must be adjusted to use that army. Note: Using a campaign army 
with a character different than the one which it was originally played with may require 
adjusting the advantages as well as the unit limits and gold allocated. 


To go back to the previous screen, click on Clear Army. 


When an army has been loaded, additional units may be purchased, magic items may be 
purchased, and experience may be allocated. 


Clear Army 
To erase the current army, left-click on the Clear Army button. 


Save Army 
To save the current army, left-click on the Save Army button. Choose a save slot, fill in a 
name, and press Enter. 


Done 
When you are satisfied with your character’s army, or have purchased as many units as 
possible, then click on Done to begin deploying your character’s units on the battlefield. 


After Player 1 has purchased units and deployed them, it is Player 2’s turn to do the same. 


For more information about deploying units, see the “Deploying Troops” section starting 
on page 49. 


27 MENUS: PLAY IN THE ARENA 


Load Save Game 


This button displays the list of saved games by their legends, on the left side of the screen. Left- 
click on one of these positions, followed by the Start Game button to resume a saved game. 


Playing a Play-By-Mail Game 


The following instructions explain the procedures by which the Play-by-Mail (PBM) pro- 
cess works. The PBM feature can be played in the arena or one of the pre-generated 
scenarios, and of course you need a friend on the other end. 


Setting Up a PBM Arena Game 


At the Startup Screen, left-click the Play In The Arena button, then set Player 1 and Player 2 to 
Human. Once this is done left-click on the Start Game button. The next screen offers game 
options to be set prior to beginning play. It is important that you first left-click the Turn PBM 
On button. Next, choose what map to play the PBM game on or have the computer ran- 
domly create a map. Once you have set PBM to on and have chosen a map, left-click on 
Done. The Army Creation screen of the Arena opens where you must build your army, or 
use the Auto Build option, and set all the variables for the upcoming battle. Both map cre- 
ation and army construction are covered in more detail in the “Play in the Arena” section 
starting on page 21. 


Once an army has been built and deployed, the game prompts you to enter a password, 
which must be at least one character. When you press the Enter key, you are prompted to 
Set PBM Path to change the save game directory for PBM games. This directory must 
already exist in order for the game to recognise it. 


For example, the game initially shows the save game path as “..\saves\.” In order to set 
PBM games apart from regular saved games, a sub-directory of “saves” called “pbm” should 
exist. Type pbm, and press Enter. In order to change the path to a floppy disk, it would have 
to have a directory already created on it. FANTASY GENERAL cannot save to a root directory. 


Once this has been entered, the game prompts you to save the game and choose which 
save game slot to use. When finished saving the game, exit the game and send your save 
to your friend/opponent. Before the game actually starts, the other player must create and 
deploy their army, as well as enter a password. 


MENUS: LOAD SAVE GAME 28 


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Playing a Scenario as a Play-by-Mail Game 


In order to play a scenario using the Play-by-Mail (PBM) option, set both players to Human 
and select Custom difficulty. The settings become Gold settings for each player. A check box 
and the letters PBM will appear at the bottom of the panel. Left-click in this box and start the 
game. Player 1 will be playing the good side, and Player 2 will be playing the evil side. 


After completing the first turn Player 1 is prompted to enter a password and save the 
PBM game. After the game is saved, Player 1 is prompted to mail a save called 
“gameN.pbm” where N is equal to the save position number. For example, if the save 
position chosen is “1,” then the .pbm game file is “game1.pbm. ” The game then returns 
to the Startup Screen. 


Loading a PBM Game 


You may choose the PBM save path by left-clicking on the Set PBM Path button, and 
changing the path to the appropriate directory or subdirectory as described above. The 
set of saved games will change to reflect PBM games. Note: If there is an older file of the 
same name, it may be overwritten. 


Player 2 left-clicks Load PBM Turn from the Startup Screen and chooses the appropriate 
save position based on the file name, then left-clicks on Start Game. The file legend can 
help distinguish which game is which. Player 2 is prompted for a password after com- 
pleting the first turn, and can choose a save game slot different from the one chosen by 
Player 1. The filename, “gameN.pbm” reflects the new 
save game slot. 


After every turn, the game is saved and the pro- 
cess repeats until one player or the other 
achieves victory. If neither side meets the 
victory conditions, Player 2 wins when 
the turn limit is exceeded. 


29 MENUS: PLAYING A SCENARIO AS A PLAY-BY-MAIL GAME 


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Starting a Campaign Game 


The Campaign game consists of a series of battles across five continents, as the forces of 
the Council of Five drive out the minions of the Shadowlord. The following steps are an 
important part of playing a Campaign game: 


k Choose a character from among the four provided. 


k Set the level of difficulty. 


k Fill the Army Roster using the Army Management screen. 


k Set Reward Allocation to research new grades of unit. 


k Choose initial enemy held region to attack. 


k Achieve victory as the Fantasy General! 


Starting Army 


Each character has their own loyal forces at the beginning of the Campaign game. They 
are displayed to the right of the character portrait. Left-clicking on any of the units dis- 
plays their basic statistics below the units. 


Background 


Each character’s basic background, including special abilities, appears in a panel to the 
left of the portrait. 


Difficulty 


The difficulty level adjusts the amount of gold the computer player receives and the expe- 
rience level of the troops that the computer buys. The difficulty can be set to Easy, Medium, 
Hard, or Custom. The Custom setting allows the enemy unit’s experience level and gold to 
be set by you. 


Gold 
Gold is used to purchase new units, replace destroyed units, and upgrade existing units. 
In the Campaign game, gold is also used for researching new grades of units that are 
more powerful. The more gold the computer starts out with, the more units it can buy. 


Level 
As units go through combat they become more experienced, and consequently, more dan- 
gerous. At higher AI settings, units purchased by the computer start with more experience. 


MENUS: STARTING A CAMPAIGN GAME 30 


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Playing a Campaign Game 


Before every battle, including the first, the content of the army is controlled using the 
Army Management screen and Reward Allocation screen. 


The Army Management screen is where new units are purchased, older units may be 
upgraded when appropriate, magic items can be transferred from unit to unit, and units 
can be renamed. 


The Reward Allocation screen permits gold rewards to be invested to invent more pow- 
erful units to face those of the Shadowlord. 


Continent Map 


The Continent Map screen shows a map of the continent currently being fought over. 
Areas under control of the Shadowlord are shaded and enemy positions are represented 
by the golden skull emblem of the Shadowlord. The world of Aer has five continents, all 
of which are currently held in the Shadowlord’s iron grip of oppression. 


The four buttons on the left side of the screen allow you to Manage Your Army, Allocate 
Rewards, Save the game or Quit to the Startup screen. 


As the conquest of each continent proceeds, the Continent Map screen reveals the suc- 
cesses of the army under your character’s command, as well as other forces of the 
Council of Five. Regions that have been personally won from the Shadowlord bear the 
crossed swords of a victorious battlefield. 


Between each battle decisions can be made about strategic options such as unit upgrade or 
replacement, and investing in newer, more powerful units. Once those factors have been 
determined, the decision about where to attack the enemy must be made. When the area 
of conflict has been chosen, a briefing by the Council of Five is shown prior to deployment. 


Each continent presents a different set of strategic and tactical problems, since they have 
different terrain and a different minion of the Shadowlord holds sway on each. 


Keldonia 


Once a temperate land with fertile fields and a prosperous people, the continent of 
Keldonia is now a devastated wasteland. Keldonia was the last bastion of resistance 
against the Shadowlord and its people fought valiantly until the Shadowlord concentrated 
all his forces and magic on the continent. Unprepared for such an onslaught, the resis- 
tance crumpled. 


The Shadowlord, however, was not content with mere victory. Total domination was his 
goal, and to his twisted mind, an example must be made of those who would resist. In a 
systematic campaign against life itself, the Shadowlord soon blasted the continent 
until all that remained was desert and arid plateaus. The survivors now huddle in 
their conquered towns or hide in the barren wilderness with little hope for the 


31 MENUS: PLAYING A CAMPAIGN GAME 


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future. With the land laid to waste and its people crushed, the Shadowlord lost interest in 
Keldonia and gave it to the Orc King Dragga as reward for his service. 


King Dragga was the first commander that the Shadowlord recruited to his evil cause, 
and he provided the Shadowlord with raw recruits, primarily orcs and goblins, needed to 
fill the ranks of the army. Because of this, King Dragga considers himself the 
Shadowlord’s closest ally and confidante. Nothing, however, could be further from the 
truth. King Dragga is one of the Shadowlord’s weakest commanders, and the fact that he 
plunders his own forces to supply the Shadowlord makes him more so. Inevitably, the 
Shadowlord will soon rid himself of King Dragga, who is now nothing but a reminder of 
the time when the Shadowlord himself was weak and in need of allies. 


Isle of Four Winds 


A land of grassy meadows and cloud-draped mountains, the Isle of Four Winds gains its 
name from the gentle breezes which blow in from the coasts. Indeed, deer are still abun- 
dant in the forested valleys, though how long that will remain so is in doubt. 


Aelcar the Shadow Wizard is an infamous necromancer who rules the Isle of Four Winds 
with fear and death. He has unleashed upon the land magical creatures which carry out 
his cruel demands, and should the ranks of his army grow thin, Aelcar recruits undead 
minions from villagers he has killed. 


Aelcar himself is a twisted soul jealous for power. He has made no secret of his desire to vie 
for dominion over Aer with the Shadowlord, and he claims to possess arcane knowledge 
beyond even the Shadowlord’s ken. So far, the Shadowlord has tolerated Aelcar’s arrogance, 
though it is likely the Shadowlord will be reluctant to provide the wizard with any substan- 
tial aid. If Aelcar’s claims are true, however, he will not need the Shadowlord’s support. 


The Kingdom of Avernion 


The Kingdom of Avernion is a treacherous land of primordial jungles and steaming 
swamps where fell beasts haunt the bush and skies alike. Even before the Shadowlord 
rose to power, Avernion was shrouded in mystery. Adventurers would return with fantas- 
tical tales of mystical creatures hiding in the mountain ranges and fabulous ruins where 
gold and ancient relics are found beneath every vine. 


No less treacherous than the harsh terrain, however, is Avernion’s ruler, Ssazikar the 
Snake. Ssazikar is a sorcerer of devious machinations who views subterfuge as an end in 
itself, often spinning his webs of intrigue for years before springing his trap. Because of 
this, little can be discerned of Ssazikar’s true motives. Wealth appears to hold the great- 
est attraction, but that is more than likely just his excuse for destroying what is not his. 


If Ssazikar can force his opponent to destroy himself, so much the better, but the sorcerer 
is more than capable of fielding an army of bestial humanoids. To their unending sorrow, 
the villagers of Avernion can well attest to Ssazikar’s might. 


MENUS: PLAYING A CAMPAIGN 32 


Pothia 


The continent of Pothia is the largest on Aer and covered with a thick sheet of snow for 
three-quarters of the year. The people of Pothia, long regarded as the hardiest of folk, eke 
out their livelihoods in the broad valleys between glacier-capped mountains with fierce 
independence and stubborn pride. 


Not surprisingly, it was the people of Pothia who made up the largest proportion of the 
Council of Five’s army during the Shadowlord’s conquest. Even today, Pothia is the one 
kingdom where open resistance has not been completely annihilated, despite the contin- 
ual raids and executions conducted by the knights of Maloch of Blacklance. 


During the Shadowlord’s conquest, Maloch of Blacklance was the Shadowlord’s chief 
strategist, commanding his armies in the field and serving as the spearhead which invari- 
ably pierced the very heart of Aer’s people. It is said that Maloch’s true allegiance, and 
the source of his power, is not to the Shadowlord, but to the dark powers of the nether- 
world which he worships. 


Fire Isle and the Dragonscale Archipelago 


Fire Isle and its surrounding islands in the Dragonscale Archipelago were created during 
the Shadowlord’s rising, and are as desolate and inhospitable as his heart. Rivers of lava 
flow from the angry and ever present volcanoes to form vast fields of molten pools, and 
the few twisted clumps of forest which do grow are doomed to an early and fiery end. 


This wasteland is inhabited only by slaves culled from conquered lands and the minions 
of darkness devoted to the Shadowlord. Little else is known about Fire Isle, for the only 
ones who have returned from that land have either been maimed in both mind and body, 
or who have lost their souls to the Shadowlord’s evil. 


From the troops he sends forth to ravage Aer it is clear that the Shadowlord is a mage of 
unbridled power. Shadowy nightmare creatures fill the ranks of his army, along with 
mechanical monstrosities of devastating might. 


Army Management Screen 


The Army Management Screen shows the contents of your character’s current army and 
what units are available for purchase within each class. 


Army Roster Panel 


The panel across the top of the screen shows the contents of the current army sorted by 
class. As a unit is purchased, it is assigned the next unit number in order. 


Army Scroll Arrows 


Viewing the units that make up the army is accomplished by left-clicking on the 
scroll arrows on either end of the panel. 


33 MENUS: PLAYING A CAMPAIGN GAME 


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Select Class 


The buttons down the left side of the screen 
list the classes of unit that all armies are made 
up from. Left-clicking on each class displays 
the various grades of unit of that class which 
can potentially be bought, along with their 
cost. Left clicking on a particular type of unit 
changes the information shown in the Unit 
Information panel. 


Unit Information Panel 


The centre of this screen is where information 
about the unit is shown. 


Unit Name 
Each unit has its own name, based on the order 
in which it was purchased and the grade of unit 
it is. Each class has several grades of unit, differentiated by the unit icon and a descriptive 
name. For a complete listing of units and their grade see the “Appendix 1 — Class Unit 
Tables” section, starting on page 63. 


If a unit gains an experience level, the shield spaces across the bottom of this panel fill in 
as each level is gained. 


Race 
There are four races that units can be drawn from in FANTASY GENERAL: Mortal, Magic, 
Mechanical (Mech), and Beast. Each race has its own benefits and drawbacks, which are 
covered in more detail in the “Races” section on page 52. 


Class 
There are ten classes of units to build an army from, which range from Heavy Infantry 
to Spellcasters. 


Melee 
Most units have a melee attack value. An icon following the value indicates whether the 
attack is physical (a sword), magical (a star), or mechanical (a maul). These values are in 
black until the unit receives enough experience for the value to increase. Values that 
have increased due to experience are shown in red. 


Skirmish 
Some units have a skirmish attack value. An icon following the value indicates whether 
the attack is physical, magical, or mechanical. 


MENUS: ARMY MANAGEMENT SCREEN 34 


Missile 
For units with missile weapons, the missile attack value is displayed here. An icon fol- 
lowing the value indicates whether the attack is physical, magical, or mechanical. 


Siege 
This line shows the value of the siege attack for Siege Engine units. An icon following the 
value indicates whether the attack is physical, magical, or mechanical. 


Armour 
Every unit has an armour value used to resist attacks. 


Attacks 
The number of attacks a unit can make is listed here. For most units, this number is equal 
to the unit’s remaining life. Heroes and Heroic units always make their full number of 
attacks, other units may have their number of attacks reduced due to losses from combat 
or magic. 


Life 
The number of potential wound or killed results that can be sustained by this type of unit 
before it is destroyed. 


Movement 
The number represents the number of hexes the unit can move across open terrain. 
Terrain affects movement adversely by reducing the distance a unit can travel, although 
certain units have special abilities that allow them to move farther than normal. 


Next to the movement rating is a symbol which indicates whether the unit flies (wings) or 
travels (a foot). 


Magic Defence 
Each type of unit resists magic at some level; the higher the rating, the more resistant the 
unit. Magical units have a greater resistance to magic, Mech units have the least. 


Search 
Depending on the options selected, enemy units will usually not be visible until they have 
the entered the search range of a friendly unit. The higher this rating, the greater distance 
at which enemy units are visible. Light Cavalry have the best search ratings of any unit. 


Spell 
Many units have intrinsic magical abilities that can be used during their turns. Any such ability 
is listed here and can be triggered during the game using the Cast Spell button on the Unit menu. 


Item 
If the unit has been granted the use of a magical item, then it is listed here. 


35 MENUS: ARMY MANAGEMENT SCREEN 


Abilities 
This line lists any special abilities or vulnerabilities that this type of unit possesses. 


Experience 
Actions on the battlefield, such as attacking and defending, generate experience. As a 
unit gains experience, the shields at the bottom of the Unit Name panel fill in. In other 
words, an inexperienced unit will show five empty shield spaces, until it has enough 
experience to advance to level one, when this line will show one shield filled in. 


Replacements taken during a battle, and automatically supplied after a battle, reduce over- 
all experience because the unit’s current total is averaged with that of the raw recruits. 


Unit Upgrade/Purchase Panel 


One of the most important aspects of the Campaign game is that your character’s army 
improves throughout the course of the game. Mortal units can be upgraded as more pow- 
erful units become available through research. Other unit types must be purchased when 
older units are killed or disbanded. This panel shows two different types of information 
depending on whether you are planning to purchase a new unit or upgrade an existing unit. 


Purchasing Units 


The primary activity that this panel will be used for is to purchase new and replacement 
units. Left-clicking on one of the Select Class buttons displays the selection of units of that 
type which may be purchased. The purchase cost of each unit is listed below the unit 
icon. The cost also appears at the bottom of the Unit Information panel once a particular 
unit type has been selected. 


Upgrading Units 


As unit research progresses, newer and more skillful units become available. New unit 
types available as upgrades appear in the Purchase/Upgrade panel with the upgrade cost 
when the older unit is selected from the Army Roster panel. Left-click on the new grade 
of unit and the Upgrade button in the lower right corner lights up. Left-clicking on the but- 
ton upgrades the selected unit. 


Unit Cost 


The cost to purchase or upgrade a given unit appears here as well as beneath the selected unit. 


Total Gold Available 


This shows what remains in the army’s treasury. 


May Buy 


This shows the number of open slots available in the army. As units are purchased, this 
number decreases until it reaches zero. 


MENUS: ARMY MANAGEMENT SCREEN 36 


Item Pool 


As the army proceeds through the realms of the Shadowlord, shrines and ruins are 
encountered which frequently contain magical items. 


Move Item to Pool 
Using the Move Item to Pool button allows an item to be transferred from a unit into the 
pool. The item can be transferred by selecting a unit and then left-clicking on the item. 
Up to 99 items can be in the pool at one time. Scroll arrows appear when more than four 
magic items are sitting in the pool. 


While an item is in the Item Pool, moving the cursor over it displays the item icon and a 
description of its abilities in the Unit Purchase panel. 


Disband Button 


If you left-click on the Disband button while a unit is selected, that unit will cease to exist, 
opening up a position in the army’s roster. Note: No gold is returned to the treasury when 
units are disbanded and there is no way to recover a unit that has been disbanded. It 
must be purchased again for full price. 


Upgrade Button 


Left-clicking on this button approves an Upgrade selection and deducts the appropriate 
amount from the treasury. 


Purchase Button 


Left-clicking on this button approves a Purchase selection and deducts the appropriate 
amount from the treasury. 


Exit 


The Exit button, or right-clicking, can be used at any time to exit back to the Continent 
Map screen. 


37 MENUS: ARMY MANAGEMENT SCREEN 


Reward Allocation Screen 


Your general’s efforts to dislodge the minions of the Shadowlord from their positions of 
power will occasionally result in rewards of gold. They can be found hidden in caves, 
secreted in shrines, or most often taken as booty after a successful battle. A portion of 
these rewards goes towards buying new units or upgrading older ones. The majority of 
this money, however, is used to finance the steady increase in power of the armies of the 
Council of Five through research in the methods of warfare, long forgotten in the golden 
days before the rise of the Shadowlord. 


Investment 


There are ten classes of unit, each of which may be researched separately in order to spe- 
cialise in one or more unit classes. Across from each class, in the column under the 
legend % of Income, are the percentages invested. The up and down arrows on either side 
of the investment percentage are used to adjust the amount of investment in each class. 
As each reward occurs, a percentage equal to what appears next to each class is applied 
to the research cost of the next grade of unit from any race that is available. Note: The 
range of investment for any class is from 1 to 15%. 


Unit Races 


All characters have access to Mortal units, however, some of the characters specialise in one 
or more of the three non-Mortal races that exist on the world of Aer. For example, it is well 
known that the Archmage Krell has Magical as well as Mortal followers. The Sorceress Mordra 
is known to be able to summon enchanted Beasts. Aelcar the Shadow Wizard has imprisoned 
Ferras the Mechmaster and is forcing him to build Mechanical troops for the Shadowlord’s 
armies. The different races are represented by columns on the right side of the Reward 
Allocation screen bearing the legend of the specific race: Mortal, Magic, Beast, or Mech. 


As research proceeds, the space across from a given class fills in gradually with the icon of 
the next grade for that race. As each reward is acquired during battle, a message appears 
stating the amount of the reward and noting that some has been spent on research. If the 
space across from a certain class is shaded out, there is no unit of that grade for that race. 
New grades of unit become available after their research cost has been accumulated by 
receiving several rewards. The amount necessary to research increases from grade to 
grade; researching the first new grade of unit happens quickly, but each successive grade 
will come more slowly. A table which contains values for each grade of unit in each class 
can be found in “Appendix 1 — Unit Class Tables” starting on page 63. 


% to Spend 


This determines how much of the rewards are left over in your army’s treasury to be spent 
on new units, recruiting, and upgrades. 


Exit 


Returns to the Continent Map screen, as does right-clicking. 


MENUS: REWARD ALLOCATION SCREEN 38 


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TACTICAL MAP SCREEN 


The Tactical Map screen displays an area twelve hexes wide by eight hexes high where 
all combat and movement take place. The map can be scrolled across by moving the 
pointer to the map edge in the direction to be viewed. There are three information pan- 
els across the top, two across the bottom, and rows of jewelled buttons down both sides. 


The top, left-hand panel contains the amount of gold available for buying new units. 


The top, centre panel displays a legend which describes what the pointer is over. If the 
pointer is aimed at a hex, the type of terrain in that hex is displayed, for example, Clear, 
Rough, River, Jungle, Woods, or Cave. When the pointer is over a point of interest such 
as a town, stronghold, or shrine, the name of that feature appears. When the pointer is 
over a button, that button’s function appears in white if that function can be used; other- 
wise, the function appears in red. 


The top, right panel shows the X,Y coordinates of the hex the pointer is over. 


When no units have been selected, the lower, right panel shows the name, strength, 
class, and morale of any unit the pointer is over. 


When a unit has been selected, the lower-left panel shows this information for the cur- 
rently selected unit. While a unit is selected, moving the pointer over an enemy unit 
causes the enemy unit’s data to appear in the lower right panel. If a friendly unit is capa- 
ble of attacking an enemy unit, the panel left-hand panel changes to show the projected 
losses from the combat. 


39 TACTICAL MAP SCREEN 


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FAST LOAD GAME 


FAST SAVE GAME 


CAST CHARACTER SPELL 


ANIMATIONS ON/OFF 


MUSIC CONTROLS 


SOUND EFFECTS CONTROLS 


GAME 


SAVE GAME 


QUIT GAME 


PURCHASE UNIT 


END TURN 


SHOW/HIDE AI MOVE 


SPOT/HIDE UNITS 


SHOW SCORE 


SHOW/HIDE WOUNDS 


STRATEGIC/TACTICAL MAP 


SHOW FLYING/GROUND UNIT 


SHOW/HIDE HEXSIDES 


SHOW TERRAIN 


EXAMINE UNIT 


GO TO UNIT 


NEXT UNIT 


MAIN MENU BUTTONS 
OPTION MENU BUTTONS 


The following features may be on the Tactical Map: 


k A maximum of 12 different types of terrain. 


k Pennons indicating friendly or enemy control of points of interest. 


k Friendly and enemy units. 


k Flashing orange or blue flags that indicate victory hexes. 


TACTICAL SCREEN MENUS 


During the game, there are different sets of buttons that appear on the both sides of the 
screen. The buttons on the right side make up the Options menu and remain constant. 
The buttons on the left side of the screen form the Main menu when no unit is selected, 
but change to form the Unit menu when a unit is selected. 


Options Menu 


Show/ Hide AI Move 


The computer's move can be set to be visible to all whose search radius is crossed. This button 
is an on/off toggle and hides the computer's move even if enemy units are normally visible. 


Spot Hidden Units/ Hide 


All units can be made to be visible at all times. This button is an on/off toggle, but having 
this setting turned on will not show the enemy’s movement if hide AI Move is on. 


Show Score 


This displays a tally of unit classes lost on both sides for both the current battle and the 
entire Campaign. 


Show Health/Show Wounds 


This setting has three positions possible. The default setting has the status flag beneath each 
unit show the current life of the unit minus killed and wounded factors. Left-clicking once 
on the button changes this to show the number of wounds that the unit has accumulated. 
Left-clicking it a second time erases all flags. A third left-click restores the current life flag. 


View Strategic Map 


This button changes the view from the Tactical Map to the Strategic Map. The Strategic 
Map indicates friendly units with gold-rimmed shields and friendly villages and shrines 
are shown as red hexes. Enemy units are small skulls, while enemy strongholds and 
cairns are shown as black hexes. Enemy strongholds that count towards victory condi- 
tions have flashing flags next to them. The size of the Strategic Map varies from 
region to region. Clicking on the Strategic Map centres the Tactical Map screen 
on the hex selected in the larger view. 


TACTICAL MAP SCREEN 40 


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View Flying Unit 


This button toggles between whether the ground unit or the air unit is visible when units 
of each type are in the same hex, or which units are visible on the Strategic map. 


Hide Hex sides 


This button toggles hex sides on and off across the Tactical Map. 


Show Terrain 


This button removes all units from the Tactical Map to view the underlying terrain. 


Turn View Mode On/Off 


This button changes the pointer into a crystal ball for viewing unit information when a 
unit is selected. This disables all other effects controlled by the pointer, such as spellcast- 
ing, combat, or movement. 


Go To Unit 


This button brings up the Unit 
Roster screen, listing the units in 
the army in order of unit class. 
Units that have completed their 
turn have a blue background, units 
that may still move have a green 
background. Left-clicking on a unit 
icon selects that unit and switches 
back to the Tactical Map where the 
unit can be given orders. 


Next to the unit icon is the Status 
panel. Each unit on the roster is named, with its class listed below that, and its experience 
and wounds listed as well. This menu is the one place where this information can be 
compared for all units in the roster. 


Next Unit 


This option selects the next unit, in numerical order, that is capable of movement or combat. 
The More and Previous buttons display additional units, if any. 


Main Menu 


Fast Load Game 


Left-clicking on this button loads the game saved in the Fast Save file. 


41 TACTICAL SCREEN MENUS: OPTIONS MENU 


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Fast Save Game 


Left-clicking on this button saves the game at the current point in time. This save cannot 
be used for a Play-by-Mail game. 


Cast Character Spell 


Three characters, the Archmage, the Paladin and the Sorceress can cast spells at least 
once during a battle — the Archmage can cast a spell every turn! 


Moving the pointer over this button displays the name of the spell if only one is available. 
Left-clicking on this button casts that spell. If there are other spells to choose from, then left- 
clicking on this button displays more buttons, each of which will cast a particular spell. The 
mouse pointer turns into a wand to target spells that do not have a general effect. 


Turn Animations On/Off 


This button toggles spell and combat animations on or off. 


Turn Music On/Off 


This button toggles the music and voice on or off. 


Turn Sound Effects On/Off 


This button toggles combat sound effects on or off, or allows the volume to be increased 
or decreased. 


Load Game 


Left-clicking on this button switches to the Load Game menu. The buttons on the left side 
of the screen change to reflect the available games that can be loaded. As the mouse 
pointer passes over the buttons, the legend for that saved game appears in the legend panel 
at the top of the screen. Right-clicking exits this menu, to return to the Tactical Map screen. 


Save Game 


Left-clicking on this button switches to the Save Game menu. The buttons on the left side 
of the screen change to reflect the available games that can be saved. Moving the mouse 
pointer over a numbered button causes the legend for that saved game (if any) to appear 
in the legend panel at the top of the screen. Left-clicking on a numbered button activates 
a text cursor in the legend panel which can be used to change the descriptive text for that 
save. Right-clicking exits this menu, to return to the Tactical Map screen. 


Quit Game 


Left-clicking on this button prompts for a “yes” (thumbs up) or “no” (thumbs down) deci- 
sion to quit the current game and return to the Startup screen. 


TACTICAL SCREEN MENUS: MAIN MENU 42 


Purchase Unit 


This button becomes active when 
there is room in the army's roster for 
an additional unit and there is a 
friendly town, tower, or castle. The 
unit classes are listed down the left 
side of the purchase screen. Once a 
unit class is selected, the rest of the 
screen reveals information about 
the various grades and races of 
creature available, and indicates the 
cost in gold beneath each unit. The 
unit cost also appears at the lower- 
left of the unit summary area. 


Left-clicking on a particular type of unit brings up a unit summary displaying information 
about the unit such as combat factors, movement, spells, magic items, and vulnerabilities. 


Place Unit 


If any units have been left undeployed for any reason, Purchase Unit button is replaced with 
the Place Unit button. Left-clicking on this button changes to deployment mode; any units not 
yet deployed can be placed on the Tactical map as though they had just been purchased. 
Note: No new units may be purchased until all existing units have been deployed. 


End Turn 


This button ends the turn for the active side. 


Unit Menu 


43 TACTICAL SCREEN MENUS: MAIN MENU 


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RECRUIT 


REST 


DISBAND 


EXAMINE UNIT 


ABORT MOVE 


CAST UNIT SPELL 


IGNORE 


EXIT MENU 


UNIT MENU BUTTONS 


ACTIVE UNIT 


Recruit 


A unit may Recruit only when it begins the turn next to a friendly town. Left-clicking this 
button restores lives and attacks reduced by “killed” and “wounded” results. If an enemy 
unit is adjacent, then fewer recruits are available. This option uses up the unit’s entire turn. 


Rest 


Units that have suffered “wound” or morale results in combat may restore morale, wounds, and 
attacks by left-clicking on the Rest button. This can be done anywhere; however, if an enemy 
unit is adjacent then only one wound will be restored. Morale is always recovered by resting. 


Selecting a unit and moving the pointer over the Rest button displays the number of 
wounds the unit has accrued, and whether or not the unit is the subject of a debilitating 
spell by displaying an asterisk (*). 


Disband 


If you left-click on the Disband button while a unit is selected, that unit will cease to exist, 
creating an open position in the army’s roster. Note: No gold is returned to the treasury 
when units are disbanded and there is no way to recover a unit that has been disbanded. 
It must be purchased again for full price. Confirmation is required to disband units. 


Examine Unit 


This button brings up the Unit Statistics panel 
with eight important pieces of information 
about the unit: 


k The unit’s attack values and types. 


k The unit’s current life and attacks. 


k The number of killed results the unit 
has suffered. 


k The unit’s armour value. 


k The unit’s morale value. 


k The unit’s movement value and type (ground or air). 


k The number of wounded results the unit has suffered. 


The three buttons at the bottom of the panel are active when the unit has a spell ability, an 
active spell effect, or a magic item. Left-clicking on the left button when the letter “S” 
appears within the button replaces the unit statistics field with a description of the unit’s 
spell. When a spell has been cast on a unit, the centre button contains the letter “E.” Left- 
clicking on this button displays any spell effect on the unit; if more than one effect exists, 
left-clicking again displays each effect in order. The magic item button on the right displays 
an icon for the magic item if the unit possesses one. Left-click on this button to display the 
details of the magic item’s capabilities. For more information about the specific effects of 


TACTICAL SCREEN MENUS: UNIT MENU 44 


spells and the properties of magic items, 
see “Appendix 2 — Spells” starting on 
page 71 and “Appendix 4 — Magic 
Items” starting on page 73. 


Left-clicking on the statistics panel 
switches to the full unit information dis- 
play. This display features a sketch of the 
unit, and a more complete list of unit 
data. Left-clicking on this screen scrolls 
through the units on the roster in numer- 
ical order. Right-clicking exits to the 
Tactical Map. 


Abort Move 


A unit’s move can be aborted by left clicking on the Abort Move button which returns it to 
the hex where it began. If the unit attacks, another unit is selected, or if it encounters a 
previously unseen unit the move cannot be aborted. 


Cast Unit Spell 


The Spellcaster class, more powerful units, and some of the Heroes that join your char- 
acter's army have spell ability. Left-clicking on this button casts the unit's spell; the mouse 
pointer turns into a wand if the spell can be cast on another unit. Some of the spells can 
only be used on friendly units, some can only be used on enemy units. 


Ignore Unit 


This causes the Next Unit button to ignore a unit that has not moved yet. Note: This 
option does not finish a unit’s turn; even if the unit has taken no actions it may still move. 


Exit Unit Menu 


Left-clicking on this button deselects the active unit and returns to the Main menu. 


Fire/Move 


This option only appears when the active unit is a Siege Engine. If no enemy ground units 
are in range, but an enemy flyer is, left-click on this button to fire before moving. A ground 
target can be fired at before movement when the pointer becomes a sword which indicates 
that the target is valid. Otherwise, the Siege Engine will move first, and fire after movement. 


Once the Fire button is active, it can be toggled back to the Move setting by left-clicking on 
the button again. 


45 TACTICAL SCREEN MENUS: UNIT MENU 


GAME PLAY 
Combat Mechanics 


Combat results are represented by kills and wounds on living units and damage to Mech 
units. Kills can only be recovered during a battle by using the Recruit button while adja- 
cent to a friendly town, castle, or tower hex. Wounds can be recovered at any time by 
left-clicking on the Rest button. Repairing damage to Mech units requires rescuing a par- 
ticular specialist named Niels the Engineer from the clutches of the Shadowlord. Once 
Niels has joined your staff (he does not fight), Mech units are repaired using the Rest but- 
ton. Recruiting or resting causes magical effects to expire, raises morale to full, and 
removes broken status by restoring morale. Adjacent enemy units, however, limit the 
amount of morale that a resting unit may recover. 


Some units are in fact single individuals who are immune to kills. This includes all of the 
Heroes that may wish to join your army. Units that are individuals are indicated by the phrase 
“A Single Entity” appearing on the unit description screen. These units need only use the Rest 
option to recover all wounds. Heroes and units with the “Heroic” special ability always use 
their full number of attacks, regardless of the number of wounds they have accrued. 


Attack Range 


During combat there are three distinct ranges at which attacks occur. These ranges are 
Missile range (long), Skirmish range (short), and Melee range (close). Defensive fire is a 
special form of Missile attack. 


If an engaging unit has an attack with a greater range than the defender, then the defender 
will be unable to respond. In this situation, the Projected Losses panel reads “Out of 
Range!” for the defending unit. If both units have the same range, then both units will 
make attacks against each other. Attacks occur in the following order: 


Missile.............Unit with missile rating attacks. If both units have it then both attack. 
Defensive........Archers supporting a defending unit launch a missile attack. 
Skirmish ..........Unit with skirmish rating attacks. If both units have it then both attack. 
Melee..............Units with melee rating attack. 


Melee Units 


Heavy Infantry, Light Infantry, Cavalry, and Sky Hunters use their Melee rating when attacking. 
These classes of troops try to engage in hand-to-hand combat. When one of the above types of 
units attack its Melee rating is compared to the armour rating of the defending unit. The 
attacker and defender will cause damage to each other when engaging in hand-to-hand com- 
bat. The computer will create a chance to hit for each unit attack for both the attacker and 
defender. 


Melee Example: Two units with the same statistics and with 15 life will each 
make 15 attacks with a 25% chance of causing a wound. If any attack scores 
below 6%, a kill is caused instead of a wound. 


GAME PLAY: COMBAT MECHANICS 46 


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Skirmish Units 


Skirmisher, Light Cavalry, and Spellcaster units use 
their Skirmish rating when attacking. These types of 
troops try to move close to a unit and throw 
short range weapons, without engaging the 
defending unit. These units avoid hand-to- 
hand combat with units having a high Melee 
rating since they have a very low Melee rat- 
ing and a high Skirmish rating. Their Melee 
rating is only used when they are attacked, 
and thus forced to engage in hand-to-hand 
combat. When two of the same types of units meet 
then they will both move to Skirmish range and attack, damag- 
ing one another. 


Skirmish vs. Melee Example: A Skirmisher unit attacks a Heavy Infantry unit. The 
Skirmish attack rating is compared to the armour rating and it results in one kill and two 
wounds to the Heavy Infantry unit. Since the Heavy Infantry unit doesn't have a Skirmish 
rating or Missile rating, it is out of range and can't attack back. 


Melee vs. Skirmisher Example: A Heavy Infantry attacks a Skirmisher unit. The Skirmisher 
attacks with its short range weapons as the Heavy Infantry charges. The results of the 
Skirmish attack in both morale and actual damage affects the Heavy Infantry unit before it 
melees the Skirmisher. When the Heavy Infantry charges home, its Melee rating is used 
against the poor Skirmisher. The Skirmisher in turn will use its Melee rating against the 
Heavy Infantry. 


Skirmisher vs. Skirmisher Example: A Skirmisher attacks another Skirmisher unit. Both 
units attack at skirmish range and thus both will cause damage to each other, without 
engaging in hand-to-hand. 


Missile Units 


Archers and Bombardiers use their missile rating when attacking. These units stand at 
long range and fire bows, rifles, or in the case of Bombardiers, drop rocks, or burning oil. 
Like Skirmishers, Light Cavalry, and Spellcasters, these units avoid hand-to-hand combat. 
Their Melee and Missile ratings are reflective of this. When a Archer or Bombardier unit 
attacks it can only be attacked in return if the defending unit has a Missile rating. If an 
Archer unit is attacked then it is forced to the attacker’s range of engagement. 
Bombardiers can only be forced to Melee range by Sky Hunters. Otherwise they may 
only be attacked by Archers, Siege Engines, or units who have a Missile rating. 


47 GAME PLAY: COMBAT MECHANICS 


Archer units have the ability to aid adjacent, friendly units with defence fire, unless 
the Archer suffers from the “Broken” morale result. Just after the Missile phase, any 
Archer unit supporting a defending unit launches a Missile attack at the attacker. 


Archers vs. Melee Example: The Archer unit moves to engage at Missile range and uses 
its Missile rating to inflict damage against the defending Cavalry. The Cavalry is out of 
range, thus it can't respond. 


Archer vs. Skirmisher Example: The Archer unit uses its Missile rating to damage the 
Skirmisher and since the Skirmisher has no Missile attack it can't respond back. 


Archer vs. Archer Example: The Archer unit attacks another Archer unit. Since both units 
have a Missile rating, damage can occur to both units. 


If an Archer unit is attacked by a Melee type unit, then it will be forced to engage in 
hand-to-hand combat, as are the Skirmisher type units. The Archers fire their bows, and 
then draw swords when melee occurs. 


All Siege Engine units can attack units up to three hexes away; some Siege Engine units 
can attack up to four hexes away. The pointer changes to a sword when an enemy unit is 
a valid target. 


Siege Engines firing at flyers present a special case, because most Siege Engines can move 
under any flyer that they can fire at. Movement is the default for Siege Engines at the 
beginning of their turn; in order to fire before moving, left-click on the Fire button. If the 
Siege Engine unit has already moved, then left-click on an enemy unit in range and it will 
attack 


Physical, Magical, and Mechanical Attacks 


Next to each attack rating of a unit appear symbols representing types of attacks. The 
sword indicates a physical attack, the maul indicates mechanical attacks, and the star is 
for magical attacks. Mortal units tend to have physical attacks, Magical units tend to have 
magical attacks, and Mech units tend to have mechanical attacks. Mech units take more 
damage from Magical attacks, and some Magical units are more vulnerable to mechani- 
cal attacks. 


Retreat and Surrender 


Units under attack retreat from close combat based on their current life and any losses 
they have sustained. Even units that have sustained few casualties in wounds or kills can 
be made to retreat. A unit which cannot retreat because it is surrounded, surrenders 
instead. The surrounding troops may be friendly or enemy units, but if there is no empty 
space in which to move, the unit surrenders. Surrendering is the same as being destroyed. 
Units never retreat from towers, castles, or keeps. 


GAME PLAY: COMBAT MECHANICS 48 


Deploying Troops 


An army must be deployed before a battle can be joined. The Tactical Map screen 
appears displaying a portion of a map with some lighter hexes, and the name of your cur- 
rent unit to be deployed on the lower left panel of the screen. 


Before beginning deployment, move the pointer over the buttons on the right side of the 
screen until the panel at the top of the screen reads View Strategic Map. Left-clicking changes 
to a strategic view of the battlefield with enemy held positions as black hexes, Council 
strongholds shown as red hexes, and deployment areas (which may or may not surround 
red hexes). Friendly towns are frequently objectives which must be secured. 


Move your mouse pointer to one of the lighter hexes in a deployment area, and left-click 
on the hex. The unit listed in the left-hand panel at the bottom of the screen appears in 
the hex. Do this for each unit until you have finished deploying all of your units. Flying 
units can deploy over any of your ground units and can be placed in any hex. 


A unit can be undeployed by right-clicking on it. This empties the hex and makes the unit 
available for re-deployment. Unless the unit is re-deployed elsewhere immediately by left- 
clicking, it will be moved to the end of the roster for deployment. Two deployed units may 
be swapped by right-clicking on the first to undeploy it, then left-click on a second unit. The 
first unit is placed, and the second unit is moved to the end of the roster for deployment. 


Once deployment is complete, left-click the blue End Placement button in the top right of the 
screen. The Tactical Map will be replaced by a screen that names the phasing character 
and the number of turns remaining in the game. Left-click or press any key to proceed. 
Some units can be left undeployed at the beginning of any battle. These can be 
deployed using the Place Unit button which is described on page 43. 


49 GAME PLAY: DEPLOYING TROOPS 


END PLACEMENT BUTTON 


STRATEGIC/TACTICAL MAP 


SHOW FLYING/GROUND UNIT 


EXAMINE UNIT 


GO TO UNIT 


NEXT UNIT 


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Experience 


Units gain experience during the course of battle. 
The more a unit does, the more experience it gains. 
Experience is measured in points, and as points 
accumulate, the unit becomes more powerful. For every 100 points of experience the 
unit gains an experience level which translates into the following benefits: 


k +2 to the unit’s armour rating (except for Siege Engine units). 


k +2 to the unit’s primary means of attack. 


k +1 to the unit’s Melee attack value unless raised by +2 already. 


k An increase in the unit’s base morale which increases over time. 


k An increased ability to resist retreat results. 


Accumulated experience is indicated by small shield icons which appear next to the unit 
identification in the panel at the bottom of the Tactical Map screen. The shield icons have 
space for five “stars,” each of which represents a portion of the experience necessary to 
advance to the next level. The actual amount of accumulated experience is shown on the 
Unit Information screen which can be seen by left-clicking twice on the unit to get the 
Unit Information panel, then left-clicking on the panel to go to the detailed screen. 


Gold 


Gold is primarily used to build armies, replace units, and recruit to replace kills in all 
three kinds of FANTASY GENERAL games. In a Scenario, you start with a certain amount of 
gold for replacing destroyed units. In the Campaign game, gold can be spent to research 
more powerful unit types, and upgrade existing units. In an Arena game, gold is allotted 
to each player to purchase units and magic items in the army construction process. 


During the course of any battle, bounties of gold are paid by the Council for liberating 
enemy held towns, villages, towers, and castles. 


Morale 


All units have morale rating of 100 to begin a given battle. Unit morale can be modified 
by the type of character you are playing, by magical items carried by the units, or when 
units are adjacent to a Hero. 


Morale is reduced when a unit attacks, or has suffered a combat result. After every attack 
that scores a combat result, a unit’s morale is checked. This can conceivably happen after 
all three types of attacks: Ranged, Skirmish, and Melee. 


A unit becomes disordered or broken in combat if it fails a morale check. Morale 
may be raised temporally by some spells, or if the unit rests, morale is raised back 
to full if the unit is not adjacent to an enemy unit. 


GAME PLAY: EXPERIENCE 50 


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Broken and Disorder Status 


A broken unit is much less effective in combat and should be removed from fighting until 
it can rest to recover from broken status. When a unit is broken is has a -5 to all attack 
values and its armour value. 


Disorder is only a temporary effect that is gone after the attack is finished. A disorder 
result lowers all attack values and the armour value by 2. 


Magic 


Magic spells function by making magical attacks against 
units. Most damage-producing magic is likely to have 
a greater effect when used on large units because 
the spell makes an attack on each factor in the 
unit. A unit with fifteen factor takes fifteen 
attacks, while a unit with five factors only 
takes five attacks. Magical attacks from 
spells have different levels of effect and 
some are reduced if the unit resists the 
spell. For more information about how 
spells work, see “Appendix 2 — Spells” 
starting on page 71. 


Movement 


At the beginning of every turn, all units can 
move their movement rating across clear hexes. 
For purposes of movement, there are five different types of movement: 


Open and Closed Mode 


Foot units including Light and Heavy Infantry, Skirmishers, Archers and Spellcasters move 
in either Open or Closed mode. Open mode units are loose formation troops that have a 
movement advantage in bad terrain such as rough, woods, and jungle hexes. All Light 
Infantry, Skirmish, and Spellcaster units are Open mode units. Some Heavy Infantry and 
Archer units also use Open mode. Closed mode units require close ordered ranks and are 
disadvantaged in rough terrain. 


Cavalry Mode 


Mounted units move in Cavalry mode, because they rely on mobility or shock of impact 
in combat. Cavalry mode units are also disadvantaged in rough terrain. 


Siege Mode 


Siege Engines are all heavy, cumbersome devices that require even surfaces for easy 
transport. 


51 GAME PLAY: MORALE 


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Aerial Mode 


Flying units ignore everything except other flyers. 


Different units have different capabilities depending on the terrain they are in; however, 
all units have the following restrictions (unless offset by an advantage): 


Mountain and Volcano hexes end movement for all units (except flyers) during the turn 
they enter that type of hex. 
Lava Pools and Swamp hexes end movement for all units except flyers and open mode troops. 
River hexes end movement for all units except flyers, Light Cavalry and Heavy Cavalry. 
Woods and Rough slow all closed formation units. 
Jungle slows all units except flyers. 
Roads increase the movement of all units except flyers. 


Races 


All characters have access to Mortal units, however, some of the characters specialise in 
one or more of the three non-Mortal races that exist on the world of Aer. For example, it 
is well known that the Archmage Krell has Magical as well as Mortal followers. The 
Sorceress Mordra is known to be able to summon enchanted Beasts. Aelcar the Shadow 
Wizard has imprisoned Ferras the Mechmaster and is forcing him to build mechanical 
(Mech) troops for the Shadowlord’s armies. 


The different races all offer unique benefits and vulnerabilities which means that no two 
FANTASY GENERAL games need ever be the same! 


Mortal Units 
Mortal units are the backbone of the armies of the Council of Five. There are Mortal units 
of every class, which is not true of the Beast, Mech, or Magical race. In addition, Mortal 
units are capable of improvement through the upgrade process, while Beast, Magical and 
Mech units are not. Mortal units generally have better armour values but lower attack 
values than other races. 


Magical and Beast Units 
While all four characters have access to Mortal units, the Archmage and the Sorceress 
focus more energy on their non-human allies. For these two characters the amount of 
each reward invested in Mortal units is halved, rounding down, in the classes that have 
Magical or Beast troops available. The full amount is spent on researching units in classes 
that have no Magical or Beast equivalents. 


Magical and Beast units do not offer the wide variety that the Mortal units have. They 
have greater armour and attack values for their grade, which is balanced by their 
inability to upgrade. Magic units are vulnerable to mechanical attacks, but have a 
greater magic defence. 


GAME PLAY: MOVEMENT 52 


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Mechanical Units 
During a campaign game, your character must rescue Ferras the Mechmaster from the 
Shadowlord in order to gain access to units of the Mech race. If this occurs, an additional 
column appears to the right of existing columns which displays Mech unit icons. Mech 
units are much less expensive than the other three races, but until Niels the Engineer is 
rescued, damage they sustain is not repairable. Mech unit attack values are better than 
Mortal, and their armour ratings are much better than those of the other three. 


Spotting 


If the Spot Hidden Units/Hide Units option is set to keep units hidden, all units not within spot- 
ting range become hidden at the beginning of a new turn. Once a hex is spotted 
during a player’s turn, it remains visible for the entire turn. All hexes 
within spotting range are spotted by friendly units that move 
and do not abort their move. 


Units under the effects of an Invisibility 
spell or a magic item such as the Cloak of 
Hiding can only be spotted by moving 
adjacent to them. 


Turn Sequence 


All units can attack and move, 
or move and attack. Many 
units can cast a spell or use a 
magic item instead of attacking. After 
a unit has moved to a hex, but before 
attacking from that hex or selecting 
another unit, that move may be taken 
back using the Abort Move button. A unit 
that moves adjacent to a previously hid- 
den enemy unit may only attack or end its turn. 


Units may also use the Recruit button to replace kills if they are adjacent to a friendly 
town, or the Rest button anywhere to recover wounds. These use the unit’s entire turn. 


53 GAME PLAY: RACES 


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Winning and Losing 


Winning or losing a battle of FANTASY GENERAL depends on three factors: victory hexes, units 
destroyed, and the turn limit. Campaign game victory conditions are pre-determined. For 
Arena games, victory conditions are set when the game is started. There are occasionally 
benefits to ending a battle as quickly as possible. There are also benefits to be gained from 
liberating every shrine or town, and eradicating every foe. In the end, the decision is yours. 


Victory Hexes 
Certain hexes on the Tactical and Strategic Map screens have flashing flags next to them. 
These flags represent victory conditions for both sides; flashing flags next to red hexes are 
victory conditions for the enemy, flashing flags next to black hexes are victory conditions 
for your character. These are areas that must be captured in order to win. These can be 
seen by using the View Strategic Map button during deployment, in order to assign your 
troops effectively. If an enemy unit breaks through your lines and captures a victory hex 
of yours, you may lose! 


Units Destroyed 
Some battles have no victory hexes — these battles hinge on the number of units that are 
destroyed on either side. 


Turn Limit 
If a battle runs the entire length of time allotted to it with neither side achieving the victory 
conditions above, then Player 2 is declared the winner. If the victory conditions for one 
side or the other have been met, then that side is declared the winner at the end of game. 


Surrender 
During Campaign games, there will be times when the computer will offer to surrender 
because the victory conditions have been met. This may mean that victory hexes have all been 
taken or that a sufficient number of enemy units have been destroyed, or both. When this hap- 
pens, you are prompted to accept or reject this offer with thumbs-up or thumbs-down buttons. 
If you reject this surrender, then the game will end only if all enemy forces have been destroyed 
or the turn length for that battle is reached. Refusing an offer of surrender can cost the victory if 
the computer can prevent the victory conditions from being met at the end of the battle. 


Zone of Control 


All units exert a zone of control into the six hexes around them. Ground units’ zones of 
control only affect other ground units; flying units’ zones of control only affect other fly- 
ers. When a unit enters an enemy units’ zone of control, its movement ends and it must 
either attack, end its turn or abort that move and move elsewhere. 


A unit ordered to move through a hex occupied by an unseen enemy unit is subject to an 
ambush attack. A unit being ambushed receives a normal attack without responding. 


A unit that moves adjacent to a previously hidden enemy unit may only attack or end 
its turn. 


GAME PLAY: WINNING AND LOSING 54 


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Soldiers and Spellcasters 


Each class consists of a number of unit types, each of which has its own icon. The class 
represents intrinsic unit specials, advantages, and disadvantages. Below is a list of the 
unit classes in the game. 


Heavy Infantry 


These are units that manoeuver in close formation on the ground. They are slower than 
other types of foot, but can deliver a devastating attack and their close formation can 
withstand enemy assault. 


Light Infantry 


These units manoeuver in loose, open formation, relying on speed and flexibility to defeat 
enemy formations. Light Infantry do well in bad terrain such as Rough, Mountain, Volcano, 
Swamp, Woods, Jungle, and River, gaining a +3 to their melee attack in these hexes. 


Skirmisher 


Skirmishers are the light armoured and loose formation troops. These units know the land 
around them and have a high search range. These units do well in all terrain and have a 
high movement rate. When attacking, the unit doesn't engage in melee, but instead, uses 
short range missile weapons for a skirmish attack. If the Skirmisher is defending and the 
attacking unit is slower, then 1/2 of the casualties it takes will be converted into a larger 
morale loss. These units are very effective in bad terrain gaining a +3 to their skirmish 
attack in Rough, Mountain, Volcano, Swamp, Woods, Jungle, and River hexes. 


55 GAME PLAY: SOLDIERS AND SPELLCASTERS 


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Archer 


Archers are light armoured infantry with missile weapons. Archers give support to 
friendly units adjacent to them when the friendly unit is attacked. Archers are very effec- 
tive against Light Cavalry, Cavalry, and flyers gaining a +3 to their missile attack. 


Cavalry 


Mounted or fast moving shock troops are classified as Cavalry. These units have a high 
offensive capability in the open, gaining a +8 against most units in Clear, Road, and 
Shrine hexes. They are weaker in rough terrain types. Cavalry units are very effective 
when attacking, but are vulnerable to Archers and flyers. 


Light Cavalry 


Loose formation mounted troops and mounted skirmishers are represented as Light 
Cavalry. These troops, like foot Skirmishers, have the ability to engage troops from a dis- 
tance, inflicting damage without engaging in melee. They are vulnerable to attacks by 
Archers and flyers. If Light Cavalry are defending and the attacking unit is slower, then 
1/2 of the casualties it takes will be converted into a morale loss instead of wounds. 


Sky Hunters 


These units represent flying creatures that attack with claws, wings, lances, and other 
weapons. These units are very mobile and can melee adjacent enemy flying units or 
ground units in the same hex. Sky Hunters can escort, but each unit may intercept only 
once per turn. If the unit is attacked, then it may no longer intercept on that turn. 


GAME PLAY: SOLDIERS AND SPELLCASTERS 56 


Bombardiers 


Bombardiers represent flying units that engage by moving into a hex containing an 
enemy ground unit and using a missile attack against them. They are very effective 
against Cavalry or Light Cavalry gaining a +3 to their missile attack, but are vulnerable to 
Sky Hunters because their missile attack is ineffective against that class. 


Siege Engines 


These units act as missile artillery to attack at long range. Their offensive capability is very 
high, however, this is balanced by a very low defence. Siege Engines do not give fire 
support in defence of adjacent units as do Archers, but they are able to attack flyers at 
range using the Fire and Move buttons. Siege Engines support units attacking town, keep, 
tower, or castle hexes by adding +2 to the attack values of adjacent friendly units. 


Spellcaster 


The Spellcaster units are small groups wielding magic spells. With only ten life, 
Spellcasters are weaker than regular units in strength of arms. Spellcasters can sting oppo- 
nents with skirmish attacks, but are vulnerable to attack. Spellcaster units have the ability 
to cast a spell once per turn. Some spells are used to aid friendly units, which can only 
be cast if adjacent. Other spells wound enemy troops or affect morale. 


Heroes 


Heroes are single, powerful units that can be found but not purchased. Heroes are all 
individuals which means that they never suffer kills from spells or combat and always use 
their total number of attacks in combat. Some heroes will have the ability to cast spells 
on themselves or on other units. Heroes also have the effect of bolstering morale for 
units next to them; units adjacent to a hero gain a +10 morale bonus for each hero 
nearby. Following is a list of the good heroes the player may find during the 
game: 


57 GAME PLAY: SOLDIERS AND SPELLCASTERS 


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Borric Longbeard the Dwarf 


Borric is a dwarf who longs for a good fight. He has the ability to cast an Armour spell on 
any adjacent friendly unit. 


Sir Kalador the Paladin 


Sir Kalador has been roving the lands for years fighting the forces of evil. He has the abil- 
ity to Dispel Undead on a unit within 3 hexes. 


Loric the Barbarian 


Loric has the ability to go into a crazed killing spree. He may cast Berserk on any adja- 
cent friendly unit. 


Shandel the Enchantress 


Shandel has the uncanny ability to make her opponent fight for her. She can cast Charm on 
an enemy unit within three hexes, who will then fight adjacent enemy units for her that 
turn. 


Valira the Valkyre 


Valira is a good fighter and flies above her friends, boosting their morale. Valira may cast 
a Restore spell once per turn on an adjacent unit. 


Krindel the Elf Lord 


Krindel is the lord of the woodlands, and has mastered earth magic. He may cast 
Pathmastery once per turn on an adjacent unit. 


Dreggo the Devastator 


Dreggo has used his ability to manipulate metal to create a suit of armour that carries its 
own arsenal of weapons. 


Malric the Dragonsworn 


Malric was found and raised by a gold dragon when he was an infant. Through the years, 
Malric has created a special link with the gold dragon. Malric has the ability to once per 
turn cast a Panic spell on enemy troops. 


Xyphon the Stormmage 


Xyphon rarely leaves his tower high in the mountains, but when he does, he wields great 
Whirlwinds of destruction on his enemies. Once per turn, Xyphon may cast a Whirlwind spell. 


Priest of Handola 


The priest moves among the people helping those who want guidance. When forced to 
defend his followers, he has the ability to cast Bless on his friends. 


GAME PLAY: HEROES 58 


STRATEGY NOTES 


General Notes 


Try to build a balanced army. A specialised army may work well on one continent, but it 
will be at a severe disadvantage on the others. 


Experienced troops are much better than newly bought ones, so avoid reckless attacks 
that endanger core units when a little patience or thought could preserve them. If an 
enemy unit is badly damaged, and several of your character’s units are in position, let the 
one with the least experience finish it. 


Manoeuver enemy units into being surrounded, by their own units or friendly ones, and 
force them to surrender. Be wary of the enemy using this tactic against your character’s 
units. If you have a line of troops with support units like Archers and Siege Engines behind 
them, leave breaks every two or three units, so retreating units have somewhere to go. 


When more than two units are adjacent to an enemy, any additional units beyond the 
second unit gain a +4 to their attack. Units on River hexes only use half of their attacks 
on offense or defence. Defend rivers on solid ground, and avoid crossing defended rivers. 


When attacking fortifications supported by Archers, use whatever units have the best 
expected losses ratio. If anything else is in the fortification, use Skirmishers, Light Cavalry, 
and Bombardiers to whittle the enemy unit down. These types of units can probably kill 
most things eventually, but if you have a stronger melee unit handy, wait until the enemy 
defender is low on life and overrun it, for little or no damage. 


Don’t let badly damaged enemy troops get away. Hunt them down with Sky Hunters, 
Bombardiers, or Light Cavalry. If you let them get away they’ll just rest or recruit and 
come back to cause you more trouble. Better to chase them, preventing them from heal- 
ing, until you can kill them. 


If an enemy unit has been badly damaged, but can’t be killed that turn, try to get a unit 
adjacent to it, so it can’t heal up. That way it will still be weak the next turn, without fur- 
ther damage to your units. Placing a ground unit adjacent to a tower, town, or castle 
prevents the enemy from recruiting there. 


Screen units of Archers, Siege Engines, and Spellcasters from enemy attack since their 
armour values are low. This is a good reason to target these classes of support units in the 
enemy’s forces. 


Avoid exposing units to multiple attacks, and be ready to exchange damaged units with 
stronger units to allow the weakened unit a chance to rest or recruit. 


When playing the spell casting characters, use their spells wisely. Use the Archmage’s 
spells to soften up strong enemy units in strategic places. The Sorceress’ Plague spell 
can weaken the opponent’s entire army at a crucial moment. The Heal or Heal 
Beast spell can preserve units at crucial times as well. 


59 STRATEGY NOTES: GENERAL NOTES 


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Suggested Unit Tactics 


Heavy Infantry 


Several Heavy Infantry Hero units, such as Sergeants and Lieutenants, are bound to join 
your army. Keep them, and any other single entity units healed up. They are easy to rest 
and will gain experience quickly. Mortal Heavy Infantry are easily killed at lower grades 
and experience. Protect them with Archers and don’t throw them up against other Heavy 
Infantry until they have gained some experience. Giving Heavy Infantry a magical sword 
or ax is an effective use of the item. Try moving the item around to less experienced units 
in between battles so they can catch up. 


Magical and Beast infantry units can’t upgrade, so being careful is less important with 
these units. Once you can buy higher grade Heavy Infantry, however, it’s time to start 
protecting them better and have them gain experience. Don’t be afraid to disband an 
experienced lower grade unit to make room for a new, higher grade unit, but use the new 
unit cautiously for a while. 


Light Infantry 


Effective at higher grades and with lots of experience, Light Infantry can be difficult to 
keep alive. They are particularly useful as support troops or garrisons, or in bad terrain 
where their attack bonus is good. Use them to finish off weak enemy units, or to pursue 
units to prevent their resting. Avoid running them out beyond support unless necessary to 
protect a more expensive unit. 


Skirmishers 


These troops are great with just a little experience. Keep them out of the way of Cavalry 
and they will live longer. If they are at full or nearly full health don’t worry about attack- 
ing almost any infantry unit. If they get attacked they usually don’t take much damage. 
Don’t use Skirmishers if the unit they are attacking gets to counter attack (other 
Skirmishers, Archers, etc.). They are best used against the tough Heavy Infantry, since 
they can whittle them down without getting hurt, so your bigger units can take the enemy 
out more easily. Do spend the money to upgrade them as soon as you can. 


Archers 


Archers are vulnerable. Use them almost exclusively as support units where they will be 
protected and their ability to provide defensive fire is useful. At higher grades and experi- 
ence they can start taking on flying units, but be very careful to watch the expected 
losses. Many Bombardier units can maul or kill attacking Archers. Positioning is the key 
to the most effective use of Archers. Position flying units over Archers to protect both the 
Archers and the flyers. 


STRATEGY NOTES: SUGGESTED UNIT TACTICS 60 


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Cavalry 


Cavalry are good all-around units, but they have serious weaknesses. Any attack by a 
Heavy Infantry or another Cavalry unit is likely to badly to hurt your Cavalry. Move your 
infantry up in front of Cavalry until you are close enough to take out the enemy. Don’t let 
your Cavalry get out in front of your line, with no protection. At least keep an Archer or 
two near them. The key with Cavalry is to keep an eye on your expected losses window. 
If your unit can’t take the enemy, it will be obvious, and you should find another target. 
Most Cavalry can take some damage and still be effective, but don’t be afraid to rest them 
often since Cavalry can easily catch back up to the rest of your army. 


Light Cavalry 


Light Cavalry are very similar to Skirmishers in their use, but they are much more fragile. 
Use them as finishers at first, and to scout ahead. With experience and upgrading they get 
tougher, naturally, but they are always vulnerable to Cavalry. Again, try not to attack any- 
thing with Light Cavalry that can counterattack. 


Bombardiers 


Buy Bombardiers from the beginning, but be aware that they are only marginally effec- 
tive until they get a shield or two of experience. Be careful with your Bombardiers, they 
are only good against some kinds of units. Don’t bomb an Archer unit unless it is severely 
damaged. Stay over friendly Archers as much as possible, and stay over other ground 
units if there are enemy Archer units in the area. Bombardiers are good at knocking down 
Heavy Infantry and other tough units, just enough to give your Cavalry and Heavy 
Infantry the edge. As more and more enemy Sky Hunters start showing up you’re going 
to have to be very careful with your Bombardiers. You might want to not deploy them for 
a battle where there are a lot of Sky Hunters, just let them rest and bring them out when 
the dangers over. 


Sky Hunters 


You are going to need Sky Hunters. Start buying them on the first continent. It doesn’t 
much matter what kind you buy, although mortal units are recommended because they 
upgrade, and the most important thing with Sky Hunters is experience. You don’t need a 
lot of flyers unless you can’t keep them alive. Two level 3 experience flyers are better 
than four 0-level flyers. Use Sky Hunters to finish off any badly damaged enemy troops 
that might otherwise escape. 


They are good against Siege Engines and should be used to take them out, since Siege 
Engines can take out Sky Hunters given the chance to attack. Avoid Archers, and if possi- 
ble end a turn over friendly ground units to prevent being attacked from below. 


Sky Hunters can usually handle Bombardiers without trouble, but keep an eye on the 
expected losses — sometimes Bombardiers surprise you by fighting back. If you are going 
to use a Sky Hunter to attack another Sky Hunter prepare for it by attacking the enemy 


61 STRATEGY NOTES: SUGGESTED UNIT TACTICS 


unit with spells, Siege Engines, or Archers when possible. Attack with more than one Sky 
Hunter unless victory is assured. If you don’t have these advantages, run as far away as 
possible, or go hover over a friendly Archer unit. Caution is the better part of valour with 
Sky Hunters, and if the odds aren’t in your favour, wait. Keep them healed up. Attacks 
from enemy Sky Hunter can come from nowhere and kill an unprepared Sky Hunter! 


Finally, Sky Hunters make excellent scouts. They can fly great distances and have excel- 
lent spotting ratings. 


Siege Weapons: 


Siege weapons are excellent weapons against every type of unit. Since they can upgrade to 
increase in grades and levels of experience, Siege Engines are able to soften up tough oppo- 
nents, or even kill weak units. When a siege unit has a number of possible targets, it is 
advisable to shoot Sky Hunters first, because your own air force is probably vulnerable, and 
needs the help. Then go for Archers; there are no other units that can easily damage Archers 
without taking any damage themselves. Bombardiers are a good target if you don’t have many 
other flyer defenses. If none of these targets are available, hit whatever is likely to do the most 
damage to your attacking units. Don’t use Siege Engines deliberately to finish off very weak 
enemy units unless you have no other targets. You will find that Siege Engines generally gain 
experience very quickly, so save the easy kills for units that need more coddling. 


Siege Engines are excellent against fortifications of any kind. Set them up one hex away 
from the target city, they will launch support fire whenever one of your units that is adja- 
cent to the Siege Engine attacks the fortification. Siege Engines do have disadvantages 
that must be taken into account. They are rather slow, although the ability to attack at 
range does partially compensate for their limited mobility. It is good to put them in the 
first or second line of deployment, and keep them on roads or in the open at all times. It 
is better to pass by a possible target, and stay on a road, than move into the rough, kill the 
enemy unit, and have to spend two or three turns inching the siege weapon back out of 
the bad terrain. The main disadvantage, however, is that even high grade, high experi- 
ence Siege Engines can be taken out in a couple attacks by enemy troops. Protect them 
well, they don’t need to get close to the enemy anyway. 


Spellcasters 


Each grade of Spellcasters has different advantages, but all of them should be well pro- 
tected. Almost any enemy unit can damage or kill an unprotected Spellcaster. 
Apprentices are good for scaring the Archer away from the units it is protecting, and 
pushing back enemies when you’re crossing over a river. Conjurers can give some added 
punch, particularly to Cavalry or Heavy Infantry units. Healers are obviously useful, par- 
ticularly with single entity units, but they seem to be more of a focus of attack so protect 
them even better! Druids are best at knocking down units like Light Infantry and 
Skirmishers that have a huge advantage in rough terrain. Fire Wizards are able to damage 
a pack of enemy units. 


STRATEGY NOTES: SUGGESTED UNIT TACTICS 62 


NAME ....Unit name 
COST......The gold cost of unit, which is 
discounted if the character is a 
recruiter 
GRD.......Unit grade for research, ranges 
from 0 - 5 
RACE......Unit race 
k Mor — Mortal 
k Mag — Magical 
k Mec — Mech 
k Bea — Beast 
LIFE ........Life of unit 
ARM.......Armour value 
MR..........Magic resistance 
MOV......Movement 
MOD......Method of movement: 
k Ope — Open 
k Clo — Closed 
k Cav — Mounted 
k Air — Aerial 
SPT.........Spotting range 
ATK ........Number of attacks 
MEL........Melee attack/type of attack 
SKR.........Skirmish attack/type of attack 
RAN .......Range attack/type of attack 
SGE ........Siege attack/type of attack 


Each attack value will have a letter next to 
it representing the type of attack: 
(P) physical, (I) mechanical, or (M) magical. 


SPELL......Unit spell. See “Appendix 2 — 
Spells” starting on page 71 for 
descriptions of specific spells. 
k AR — Armour 
k AT — Animate Tree 
k B — Bless 
k BK — Berserk 
k BN — Banshee 
k DU — Dispel Undead 
k DW — Death Wounds 
k C — Charm 
k EE — Eagle Eye 
k EQ — Earthquake 
k FM — Force March 
k FS — Fire Storm 
k H — Heal 
k I — Invisibility 
k P — Pathmastery 
k PN — Panic 
k RD — Raise Dead 
k RM — Restore Morale 
k WD— Whirlwind 
OWN .....Which side can play the unit, 
Good, Any, or Evil. 
SPCL1, SPCL2, SPCL3.....Unit special abilities. 
See “Appendix 3 — Special 
Abilities” starting on page 72 for 
descriptions of specific abilities. 
k BL - Battle Lust 
k BR - Berserker 
k H - Hero 
k HC - Heroic 
k IM - Immune to Magic 
k M - Mystic 
k NC - Negates Cavalry 
k R - Regenerates 
k SE - Single Entity 
k U - Undead 
k VK - Vulnerable to Mechanical 
k VM - Vulnerable to Magic 


63 APPENDICES: APPENDIX 1 — CLASS UNIT TABLES 


T 


a 


b 


l 


e 


o 


f 


C 


o 


n 


t 


e 


n 


t 


s 


APPENDICES 


Appendix 1 — Unit Class Tables 


The following information appears for each unit: 


Appendix 1 — Class Unit Tables 


Heavy Infantry 


NAME 
COST 
GRD 
RACE 
LIFE 
ARM 
MR 
MOV 
MOD 
SPT 
ATK 
MEL 
SKR 
RAN 
SGE 
SPELL 
OWN 
SPCL1 
SPCL2 
SPCL3 


Warband 
8 
0 
Mor 
15 
12 
75 
3 
Ope 
2 
15 
9P 
0P 
0P 
0P 
— 
Good 
— 
— 
— 


Swordsmen 
22 
1 
Mor 
15 
15 
75 
3 
Ope 
2 
15 
12P 
0P 
0P 
0P 
— 
Good 
— 
— 
— 


Pikemen 
40 
2 
Mor 
15 
18 
75 
3 
Clo 
2 
15 
15P 
0P 
0P 
0P 
FM 
Good 
NC 
— 
— 


Legionarii 
60 
3 
Mor 
15 
23 
75 
3 
Clo 
2 
15 
19P 
9P 
0P 
0P 
FM 
Good 
NC 
— 
— 


Samurai 
72 
4 
Mor 
15 
28 
75 
3 
Ope 
2 
15 
23P 
0P 
0P 
0P 
FM 
Good 
— 
— 
— 


Heavy Spearmen 
86 
5 
Mor 
15 
31 
75 
3 
Clo 
2 
15 
27P 
0P 
0P 
0P 
FM 
Good 
NC 
— 
— 


Lizardmen 
14 
0 
Bea 
15 
13 
75 
4 
Ope 
4 
15 
11P 
0P 
0P 
0P 
— 
Any 
— 
— 
— 


Barbarians 
25 
1 
Bea 
15 
18 
75 
4 
Ope 
4 
15 
14P 
0P 
0P 
0P 
— 
Good 
BL 
— 
— 


Werebears 
37 
2 
Bea 
15 
20 
75 
4 
Ope 
4 
15 
18P 
0P 
0P 
0P 
— 
Any 
BL 
— 
— 


Lionmen 
53 
3 
Bea 
15 
25 
75 
4 
Ope 
4 
15 
23P 
0P 
0P 
0P 
— 
Any 
— 
— 
— 


Elephantmen 
77 
5 
Bea 
15 
28 
75 
4 
Ope 
4 
15 
30P 
0P 
0P 
0P 
— 
Any 
— 
— 
— 


Air Warriors 
14 
0 
Mag 
15 
10 
90 
3 
Ope 
3 
15 
13M 
0P 
0P 
0P 
— 
Any 
VK 
— 
— 


Treemen 
31 
1 
Mag 
15 
12 
90 
3 
Ope 
3 
15 
17M 
0P 
0P 
0P 
— 
Any 
VK 
— 
— 


Giant 
47 
2 
Mag 
10 
18 
90 
4 
Clo 
3 
15 
20P 
0P 
0P 
0P 
— 
Any 
VK 
SE 
— 


Earth Elemental 
65 
3 
Mag 
10 
22 
90 
4 
Clo 
3 
15 
24M 
0P 
0P 
0P 
— 
Any 
VK 
SE 
— 


Sandmen 
88 
4 
Mag 
15 
26 
90 
3 
Ope 
3 
15 
27M 
0P 
0P 
0P 
— 
Any 
VK 
M 
— 


Monks of Meo 
105 
5 
Mag 
15 
30 
90 
3 
Ope 
3 
15 
30M 
0P 
0P 
0P 
— 
Any 
VM 
M 
— 


Bronzeman 
7 
0 
Mec 
10 
16 
50 
3 
Clo 
2 
15 
10I 
0P 
0P 
0P 
— 
Any 
VM 
SE 
— 


Iron Giant 
46 
3 
Mec 
10 
28 
50 
3 
Clo 
2 
15 
20I 
0P 
0P 
0P 
FM 
Any 
VM 
SE 
— 


Warlord Mechanus 
70 
5 
Mec 
10 
35 
50 
3 
Clo 
2 
15 
28I 
0P 
0P 
0P 
FM 
Any 
VM 
SE 
— 


Corporal 
35 
0 
Mor 
10 
15 
75 
3 
Ope 
3 
10 
15P 
0P 
0P 
0P 
— 
Any 
H 
— 
— 


Sergeant 
71 
0 
Mor 
10 
18 
75 
3 
Ope 
3 
10 
18P 
0P 
0P 
0P 
— 
Any 
H 
— 
— 


Lieutenant 
107 
0 
Mor 
10 
21 
75 
3 
Ope 
3 
10 
21P 
0P 
0P 
0P 
FM 
Any 
H 
— 
— 


Captain 
143 
0 
Mor 
10 
24 
75 
3 
Ope 
3 
10 
24P 
0P 
0P 
0P 
FM 
Any 
H 
— 
— 


General 
180 
0 
Mor 
10 
28 
75 
3 
Ope 
3 
10 
27P 
0P 
0P 
0P 
FM 
Any 
H 
— 
— 


Borric 
118 
0 
Mor 
10 
22 
90 
3 
Ope 
3 
10 
23P 
0P 
0P 
0P 
AR 
Good 
H 
IM 
BR 


Loric 
204 
0 
Mor 
10 
20 
100 
3 
Ope 
3 
10 
25P 
0P 
0P 
0P 
BK 
Good 
H 
IM 
— 


Kraekvar 
118 
0 
Mag 
10 
20 
90 
4 
Ope 
3 
10 
32P 
0P 
0P 
0P 
PN 
Bad 
H 
SE 
VK 


Morg the Lasher 
165 
0 
Mor 
10 
30 
80 
4 
Ope 
3 
10 
32P 
0P 
0P 
0P 
AR 
Bad 
H 
SE 
BL 


Dreggo 
205 
0 
Mor 
10 
20 
50 
3 
Ope 
3 
10 
20I 
12I 
10I 
0P 
— 
Good 
H 
— 
— 


APPENDICES: APPENDIX 1 — CLASS UNIT TABLES 64 


Heavy Infantry, cont. 


NAME 
COST 
GRD 
RACE 
LIFE 
ARM 
MR 
MOV 
MOD 
SPT 
ATK 
MEL 
SKR 
RAN 
SGE 
SPELL 
OWN 
SPCL1 
SPCL2 
SPCL3 


Orcs 
8 
0 
Mor 
15 
13 
75 
2 
Clo 
2 
15 
9P 
0P 
0P 
0P 
— 
Bad 
— 
— 
— 


Ogres 
26 
1 
Mor 
15 
16 
75 
2 
Clo 
2 
15 
13P 
0P 
0P 
0P 
— 
Bad 
— 
— 
— 


Cobramen 
36 
2 
Mor 
15 
19 
75 
2 
Clo 
2 
15 
16P 
0P 
0P 
0P 
FM 
Bad 
— 
— 
— 


Trolls 
56 
3 
Mor 
15 
15 
50 
2 
Clo 
2 
15 
24P 
0P 
0P 
0P 
FM 
Bad 
R 
— 
— 


Ogre Knights 
73 
4 
Mor 
15 
25 
75 
2 
Clo 
2 
15 
24P 
0P 
0P 
0P 
FM 
Bad 
BL 
— 
— 


Shadow Warriors 
92 
5 
Mor 
15 
28 
90 
2 
Ope 
2 
15 
30M 
0P 
0P 
0P 
FM 
Bad 
HC 
SE 
— 


Light Infantry 


NAME 
COST 
GRD 
RACE 
LIFE 
ARM 
MR 
MOV 
MOD 
SPT 
ATK 
MEL 
SKR 
RAN 
SGE 
SPELL 
OWN 
SPCL1 
SPCL2 
SPCL3 


Peasants 
5 
0 
Mor 
15 
8 
75 
4 
Ope 
3 
15 
8P 
0P 
0P 
0P 
— 
Good 
— 
— 
— 


Militia 
16 
1 
Mor 
15 
11 
75 
4 
Ope 
3 
15 
11P 
0P 
0P 
0P 
— 
Good 
— 
— 
— 


Auxilia 
27 
2 
Mor 
15 
14 
75 
4 
Ope 
3 
15 
14P 
0P 
0P 
0P 
— 
Good 
— 
— 
— 


Javelinmen 
39 
3 
Mor 
15 
17 
75 
4 
Ope 
3 
15 
15P 
6P 
0P 
0P 
— 
Good 
— 
— 
— 


Ashiguers 
52 
4 
Mor 
15 
20 
75 
4 
Ope 
3 
15 
20P 
0P 
0P 
0P 
— 
Good 
— 
— 
— 


Berserkers 
69 
5 
Mor 
15 
22 
75 
4 
Ope 
2 
15 
24P 
0P 
0P 
0P 
— 
Good 
BR 
— 
— 


Shandel 
149 
0 
Mor 
10 
15 
75 
4 
Ope 
4 
10 
16M 
0P 
0P 
0P 
C 
Good 
H 
— 
— 


Xyphon 
126 
0 
Mor 
10 
18 
80 
4 
Ope 
4 
10 
25M 
0P 
0P 
0P 
WD 
Good 
H 
— 
— 


Priest of Handola 
132 
0 
Mor 
10 
16 
80 
4 
Ope 
4 
10 
15M 
0P 
0P 
0P 
B 
Good 
H 
M 
— 


Witch of Icethorn 
149 
0 
Mor 
10 
17 
80 
4 
Ope 
4 
10 
18M 
0P 
8M 
0P 
C 
Bad 
H 
SE 
M 


Grimal the Rat Lord 
126 
0 
Mor 
10 
17 
80 
4 
Ope 
4 
10 
20P 
0P 
0P 
0P 
DW 
Bad 
H 
SE 
BL 


Leach King 
126 
0 
Mor 
10 
22 
90 
4 
Ope 
4 
10 
19P 
0P 
0P 
0P 
BK 
Bad 
H 
SE 
R 


Goblins 
5 
0 
Mor 
15 
8 
50 
4 
Ope 
3 
15 
7P 
0P 
0P 
0P 
— 
Bad 
— 
— 
— 


Skeletons 
21 
1 
Mor 
15 
10 
75 
4 
Ope 
3 
15 
12P 
0P 
0P 
0P 
— 
Bad 
U 
— 
— 


Ratmen 
31 
2 
Mor 
15 
15 
75 
4 
Ope 
3 
15 
15P 
0P 
0P 
0P 
— 
Bad 
BL 
— 
— 


Gripper 
44 
3 
Mor 
10 
18 
75 
4 
Ope 
3 
15 
20P 
0P 
0P 
0P 
— 
Bad 
SE 
— 
— 


Lava Warriors 
56 
4 
Mor 
15 
22 
75 
4 
Ope 
3 
15 
23M 
0P 
0P 
0P 
— 
Bad 
— 
— 
— 


Mummy 
70 
5 
Mor 
10 
20 
75 
4 
Ope 
3 
15 
26P 
0P 
0P 
0P 
— 
Bad 
U 
SE 
— 


65 APPENDICES: APPENDIX 1 — CLASS UNIT TABLES 


Skirmishers 


NAME 
COST 
GRD 
RACE 
LIFE 
ARM 
MR 
MOV 
MOD 
SPT 
ATK 
MEL 
SKR 
RAN 
SGE 
SPELL 
OWN 
SPCL1 
SPCL2 
SPCL3 


Slingers 
4 
0 
Mor 
15 
3 
75 
4 
Ope 
4 
15 
1P 
9P 
0P 
0P 
— 
Good 
— 
— 
— 


Staff Slingers 
15 
1 
Mor 
15 
6 
75 
4 
Ope 
4 
15 
1P 
12P 
0P 
0P 
— 
Good 
— 
— 
— 


Scouts 
28 
2 
Mor 
15 
9 
75 
4 
Ope 
4 
15 
1P 
15P 
0P 
0P 
I 
Good 
— 
— 
— 


Foresters 
38 
3 
Mor 
15 
12 
75 
4 
Ope 
4 
15 
1P 
18P 
0P 
0P 
I 
Good 
— 
— 
— 


Huntsmen 
48 
4 
Mor 
15 
15 
75 
4 
Ope 
4 
15 
2P 
21P 
0P 
0P 
I 
Good 
— 
— 
— 


Trail Runners 
59 
5 
Mor 
15 
18 
75 
4 
Ope 
4 
15 
2P 
23M 
0P 
0P 
I 
Any 
— 
— 
— 


Skeleton Slingers 
9 
0 
Mor 
15 
4 
75 
4 
Ope 
4 
15 
1P 
9P 
0P 
0P 
— 
Bad 
U 
— 
— 


Goblin Scouts 
14 
1 
Mor 
15 
7 
50 
4 
Ope 
4 
15 
1P 
12P 
0P 
0P 
— 
Bad 
— 
— 
— 


Orc Scouts 
24 
2 
Mor 
15 
10 
75 
4 
Ope 
4 
15 
1P 
15P 
0P 
0P 
— 
Bad 
— 
— 
— 


Shadows 
42 
3 
Mor 
15 
13 
75 
4 
Ope 
4 
15 
1M 
16M 
0P 
0P 
I 
Bad 
BL 
— 
— 


Ogre Hunters 
48 
4 
Mor 
15 
16 
75 
4 
Ope 
4 
15 
2P 
21P 
0P 
0P 
I 
Bad 
— 
— 
— 


Claw the Assassin 
92 
0 
Bea 
10 
14 
80 
5 
Ope 
5 
10 
4P 
18P 
0P 
0P 
I 
Bad 
H 
SE 
M 


Archers 


NAME 
COST 
GRD 
RACE 
LIFE 
ARM 
MR 
MOV 
MOD 
SPT 
ATK 
MEL 
SKR 
RAN 
SGE 
SPELL 
OWN 
SPCL1 
SPCL2 
SPCL3 


Elf Bowmen 
10 
0 
Mor 
15 
2 
75 
3 
Ope 
2 
15 
1P 
0P 
7P 
0P 
— 
Good 
— 
— 
— 


Longbowmen 
26 
1 
Mor 
15 
5 
75 
3 
Ope 
2 
15 
1P 
0P 
10P 
0P 
— 
Good 
— 
— 
— 


Pistoliers 
42 
2 
Mor 
15 
8 
75 
3 
Clo 
2 
15 
1P 
0P 
13I 
0P 
— 
Good 
— 
— 
— 


Gunners 
58 
3 
Mor 
15 
11 
75 
3 
Clo 
2 
15 
1P 
0P 
16I 
0P 
— 
Good 
— 
— 
— 


Fire Archers 
77 
4 
Mor 
15 
14 
75 
3 
Ope 
3 
15 
2P 
0P 
17M 
0P 
— 
Good 
— 
— 
— 


Royal Archers 
93 
5 
Mor 
15 
17 
75 
3 
Clo 
3 
15 
2P 
0P 
20M 
0P 
— 
Good 
— 
— 
— 


Krindel 
153 
0 
Mag 
10 
15 
75 
4 
Ope 
4 
10 
5P 
0P 
20M 
0P 
PM 
Good 
H 
— 
— 


Slave Archers 
10 
0 
Mor 
15 
2 
50 
3 
Ope 
2 
15 
1P 
0P 
8P 
0P 
— 
Bad 
— 
— 
— 


Goblin Archers 
25 
1 
Mor 
15 
4 
50 
3 
Ope 
2 
15 
1P 
0P 
11P 
0P 
— 
Bad 
— 
— 
— 


Orc Archers 
43 
2 
Mor 
15 
9 
75 
3 
Ope 
2 
15 
1P 
0P 
14P 
0P 
— 
Bad 
— 
— 
— 


Orc Longbowmen 
57 
3 
Mor 
15 
10 
75 
3 
Clo 
2 
15 
1P 
0P 
17P 
0P 
— 
Bad 
— 
— 
— 


Skeleton Archers 
76 
4 
Mor 
15 
8 
75 
3 
Clo 
3 
15 
2P 
0P 
20P 
0P 
— 
Bad 
U 
— 
— 


Steam Gunners 
94 
5 
Mor 
15 
18 
75 
3 
Clo 
3 
15 
2I 
0P 
21I 
0P 
— 
Bad 
— 
— 
— 


APPENDICES: APPENDIX 1 — CLASS UNIT TABLES 66 


Cavalry 


NAME 
COST 
GRD 
RACE 
LIFE 
ARM 
MR 
MOV 
MOD 
SPT 
ATK 
MEL 
SKR 
RAN 
SGE 
SPELL 
OWN 
SPCL1 
SPCL2 
SPCL3 


Squires 
15 
0 
Mor 
15 
9 
75 
5 
Cav 
3 
15 
8P 
0P 
0P 
0P 
— 
Good 
— 
— 
— 


Heavy Cavalry 
36 
1 
Mor 
15 
13 
75 
5 
Cav 
3 
15 
11P 
0P 
0P 
0P 
— 
Good 
— 
— 
— 


Chariots 
58 
2 
Mor 
15 
17 
75 
5 
Cav 
3 
15 
14P 
0P 
0P 
0P 
— 
Good 
— 
— 
— 


Cataphractoi 
79 
3 
Mor 
15 
20 
75 
5 
Cav 
3 
15 
17P 
4P 
0P 
0P 
— 
Good 
— 
— 
— 


Power Lancers 
101 
4 
Mor 
15 
24 
75 
5 
Cav 
3 
15 
20I 
0P 
0P 
0P 
— 
Good 
— 
— 
— 


Phoenix Knights 
129 
5 
Mor 
15 
28 
75 
5 
Cav 
3 
15 
23M 
0P 
0P 
0P 
RD 
Good 
IM 
— 
— 


Fire Beetles 
14 
0 
Bea 
15 
10 
75 
5 
Cav 
3 
15 
10P 
0P 
0P 
0P 
— 
Any 
— 
— 
— 


Centaurs 
31 
1 
Bea 
15 
15 
75 
5 
Cav 
3 
15 
13P 
0P 
0P 
0P 
— 
Any 
— 
— 
— 


Ogre Centaurs 
65 
3 
Bea 
15 
22 
75 
5 
Cav 
3 
15 
20P 
0P 
0P 
0P 
— 
Any 
— 
— 
— 


Centaur Knights 
98 
5 
Bea 
15 
30 
75 
5 
Cav 
3 
15 
25P 
0P 
0P 
0P 
RD 
Any 
— 
— 
— 


Unicorns 
14 
0 
Mag 
15 
9 
90 
5 
Cav 
3 
15 
10M 
0P 
0P 
0P 
— 
Any 
VK 
— 
— 


Elf Chariots 
32 
1 
Mag 
15 
13 
90 
5 
Cav 
3 
15 
13M 
0P 
0P 
0P 
— 
Any 
VK 
— 
— 


Hydra 
55 
2 
Mag 
10 
17 
90 
4 
Cav 
2 
15 
17M 
0P 
0P 
0P 
— 
Any 
VK 
SE 
— 


Turtle Dragon 
78 
3 
Mag 
10 
20 
90 
4 
Cav 
2 
15 
20M 
0P 
0P 
0P 
— 
Any 
VK 
SE 
— 


Ghost Riders 
101 
4 
Mag 
15 
22 
90 
5 
Cav 
3 
15 
20M 
0P 
0P 
0P 
— 
Any 
IM 
VK 
— 


Nightmare 
116 
5 
Mag 
10 
26 
90 
5 
Cav 
3 
15 
26M 
0P 
0P 
0P 
— 
Any 
IM 
VK 
SE 


Rolling Man 
14 
0 
Mec 
10 
15 
50 
4 
Cav 
2 
15 
7I 
0P 
0P 
0P 
— 
Any 
VM 
SE 
— 


Steamphont 
30 
1 
Mec 
10 
18 
50 
4 
Cav 
2 
15 
10I 
0P 
0P 
0P 
— 
Any 
VM 
SE 
— 


Rolling Fort 
60 
3 
Mec 
10 
24 
50 
4 
Cav 
2 
15 
16I 
0P 
0P 
0P 
— 
Any 
VM 
SE 
— 


Thunder Tread 
100 
5 
Mec 
10 
32 
50 
4 
Cav 
2 
15 
22I 
0P 
0P 
0P 
— 
Any 
VM 
SE 
HC 


Sir Kalador 
186 
0 
Mor 
10 
25 
80 
5 
Cav 
5 
10 
22P 
0P 
0P 
0P 
DU 
Good 
H 
IM 
M 


Pale Marshal 
186 
0 
Mor 
10 
27 
100 
5 
Cav 
5 
10 
26P 
0P 
0P 
0P 
DW 
Bad 
H 
SE 
VM 


Deathlord Rapax 
195 
0 
Mor 
10 
30 
90 
5 
Cav 
5 
10 
28M 
0P 
0P 
0P 
PN 
Bad 
H 
SE 
U 


Serpent Riders 
15 
0 
Mor 
15 
10 
75 
5 
Cav 
3 
15 
9P 
0P 
0P 
0P 
— 
Bad 
— 
— 
— 


Undead Cavalry 
46 
1 
Mor 
15 
13 
75 
5 
Cav 
3 
15 
12P 
0P 
0P 
0P 
— 
Bad 
U 
— 
— 


Mastadon 
75 
2 
Mor 
10 
16 
75 
5 
Cav 
3 
15 
18P 
0P 
0P 
0P 
— 
Bad 
SE 
— 
— 


Rhino Knights 
95 
3 
Mor 
15 
19 
75 
5 
Cav 
3 
15 
20P 
0P 
0P 
0P 
— 
Bad 
— 
— 
— 


Knights of Fire 
121 
4 
Mor 
15 
22 
75 
5 
Cav 
3 
15 
23P 
0P 
0P 
0P 
— 
Bad 
BL 
— 
— 


Shadow Knights 
147 
5 
Mor 
15 
25 
75 
5 
Cav 
3 
15 
26M 
0P 
0P 
0P 
RD 
Bad 
M 
BL 
— 


67 APPENDICES: APPENDIX 1 — CLASS UNIT TABLES 


Light Cavalry 


NAME 
COST 
GRD 
RACE 
LIFE 
ARM 
MR 
MOV 
MOD 
SPT 
ATK 
MEL 
SKR 
RAN 
SGE 
SPELL 
OWN 
SPCL1 
SPCL2 
SPCL3 


Light Cavalry 
13 
0 
Mor 
15 
6 
75 
6 
Cav 
5 
15 
3P 
8P 
0P 
0P 
— 
Good 
— 
— 
— 


Elf Knights 
24 
1 
Mor 
15 
9 
75 
6 
Cav 
5 
15 
3P 
10P 
0P 
0P 
— 
Good 
— 
— 
— 


Juns 
66 
2 
Mor 
15 
12 
75 
6 
Cav 
5 
15 
3P 
13P 
0P 
0P 
EE 
Good 
— 
— 
— 


Riders of the Bow 
85 
3 
Mor 
15 
15 
75 
6 
Cav 
5 
15 
3P 
16P 
0P 
0P 
EE 
Good 
— 
— 
— 


Spirit Riders 
98 
4 
Mor 
15 
18 
75 
6 
Cav 
5 
15 
3M 
14M 
0P 
0P 
EE 
Good 
— 
— 
— 


Knight Gunners 
124 
5 
Mor 
15 
21 
75 
6 
Cav 
5 
15 
3P 
20P 
0P 
0P 
EE 
Good 
— 
— 
— 


Wolf Riders 
13 
1 
Mor 
15 
10 
75 
6 
Cav 
5 
15 
2P 
9P 
0P 
0P 
— 
Bad 
— 
— 
— 


Barbarian Riders 
32 
2 
Mor 
15 
13 
75 
6 
Cav 
5 
15 
2P 
11P 
0P 
0P 
EE 
Bad 
— 
— 
— 


Boar Riders 
51 
3 
Mor 
15 
16 
75 
6 
Cav 
5 
15 
2P 
14P 
0P 
0P 
EE 
Bad 
— 
— 
— 


Bear Riders 
70 
4 
Mor 
15 
19 
75 
6 
Cav 
5 
15 
2P 
16P 
0P 
0P 
EE 
Bad 
— 
— 
— 


Flamer 
91 
5 
Mor 
10 
22 
75 
6 
Cav 
5 
15 
2I 
19I 
0P 
0P 
EE 
Bad 
SE 
— 
— 


Goat King 
143 
0 
Bea 
10 
20 
80 
6 
Cav 
6 
10 
8P 
22M 
0P 
0P 
P 
Bad 
H 
SE 
NC 


Sky Hunters 


NAME 
COST 
GRD 
RACE 
LIFE 
ARM 
MR 
MOV 
MOD 
SPT 
ATK 
MEL 
SKR 
RAN 
SGE 
SPELL 
OWN 
SPCL1 
SPCL2 
SPCL3 


Eagle Riders 
61 
1 
Bea 
15 
10 
75 
7 
Air 
4 
15 
12P 
0P 
0P 
0P 
— 
Any 
— 
— 
— 


Griffon Riders 
120 
3 
Bea 
15 
16 
75 
7 
Air 
4 
15 
18P 
0P 
0P 
0P 
— 
Any 
— 
— 
— 


Ogre Griffons 
179 
5 
Bea 
15 
22 
75 
7 
Air 
4 
15 
25P 
0P 
0P 
0P 
— 
Any 
— 
— 
— 


Wing Riders 
26 
0 
Mag 
15 
7 
90 
7 
Air 
4 
15 
11M 
0P 
0P 
0P 
— 
Any 
VK 
— 
— 


Pegasi 
60 
1 
Mag 
15 
9 
90 
7 
Air 
4 
15 
13M 
0P 
0P 
0P 
— 
Any 
VK 
— 
— 


Dragon Knights 
134 
4 
Mor 
15 
18 
75 
7 
Air 
4 
15 
19P 
0P 
0P 
0P 
— 
Any 
— 
HC 
— 


Flying Snakes 
27 
0 
Bea 
15 
11 
75 
7 
Air 
4 
15 
9P 
0P 
0P 
0P 
— 
Any 
— 
— 
— 


Wyrerns 
22 
0 
Mor 
15 
6 
75 
7 
Air 
4 
15 
7P 
0P 
0P 
0P 
— 
Any 
— 
— 
— 


Green Dragons 
50 
1 
Mor 
15 
9 
75 
7 
Air 
4 
15 
10P 
0P 
0P 
0P 
— 
Any 
SE 
— 
— 


Lion Dragon 
162 
5 
Mor 
15 
21 
75 
7 
Air 
4 
15 
22P 
0P 
0P 
0P 
— 
Any 
— 
HC 
— 


Silver Hawks 
116 
3 
Mag 
15 
15 
90 
7 
Air 
4 
15 
17M 
0P 
0P 
0P 
— 
Any 
VK 
— 
— 


Phoenix Hawks 
170 
5 
Mag 
15 
21 
90 
7 
Air 
4 
15 
22M 
0P 
0P 
0P 
RD 
Any 
VK 
IM 
— 


Silver Dragons 
78 
2 
Mor 
15 
12 
75 
7 
Air 
4 
15 
13P 
0P 
0P 
0P 
— 
Any 
VK 
— 
— 


Black Dragons 
106 
3 
Mor 
15 
15 
75 
7 
Air 
4 
15 
16P 
0P 
0P 
0P 
— 
Any 
— 
— 
— 


Screamers 
20 
0 
Mec 
15 
11 
50 
6 
Air 
4 
15 
7I 
0P 
0P 
0P 
— 
Any 
VM 
— 
— 


Bronze Dragons 
68 
1 
Mec 
15 
14 
50 
6 
Air 
4 
15 
9I 
0P 
0P 
0P 
— 
Any 
VM 
— 
— 


APPENDICES: APPENDIX 1 — CLASS UNIT TABLES 68 


Sky Hunters, cont. 


NAME 
COST 
GRD 
RACE 
LIFE 
ARM 
MR 
MOV 
MOD 
SPT 
ATK 
MEL 
SKR 
RAN 
SGE 
SPELL 
OWN 
SPCL1 
SPCL2 
SPCL3 


Steam Hawks 
98 
3 
Mec 
15 
19 
50 
6 
Air 
4 
15 
15I 
0P 
0P 
0P 
— 
Any 
VM 
— 
— 


Seekers 
154 
5 
Mec 
15 
25 
50 
6 
Air 
4 
15 
22I 
0P 
0P 
0P 
— 
Any 
IM 
— 
— 


Valira 
106 
0 
Mag 
10 
170 
75 
7 
Air 
4 
10 
18M 
0P 
0P 
0P 
RM 
Good 
H 
M 
— 


Malric 
180 
0 
Mor 
10 
22 
75 
7 
Air 
4 
10 
22P 
0P 
0P 
0P 
PN 
Good 
H 
— 
— 


Eagles 
80 
2 
Bea 
15 
13 
75 
7 
Air 
4 
15 
15P 
0P 
0P 
0P 
— 
Any 
— 
— 
— 


Harpies 
85 
2 
Mag 
15 
12 
90 
7 
Air 
4 
15 
19M 
0P 
0P 
0P 
— 
Any 
— 
— 
— 


Malkin Nightwing 
180 
0 
Mag 
10 
22 
90 
7 
Air 
5 
10 
21M 
0P 
0P 
0P 
VOD 
Bad 
H 
SE 
VK 


Flying Monkeys 
22 
1 
Mor 
15 
11 
75 
7 
Air 
4 
15 
11M 
0P 
0P 
0P 
— 
Bad 
— 
— 
— 


Gargoyles 
50 
2 
Mor 
15 
11 
75 
7 
Air 
4 
15 
11M 
0P 
0P 
0P 
— 
Bad 
— 
— 
— 


Shadow Wings 
68 
3 
Mor 
15 
16 
75 
7 
Air 
4 
15 
16M 
0P 
0P 
0P 
— 
Bad 
— 
— 
— 


Lava Dragon 
96 
4 
Mor 
15 
19 
75 
7 
Air 
4 
15 
19M 
0P 
0P 
0P 
— 
Bad 
— 
— 
— 


Shadow Dragon 
124 
5 
Mor 
15 
22 
75 
7 
Air 
4 
15 
22M 
0P 
0P 
0P 
— 
Bad 
HC 
— 
— 


Bombardiers 


NAME 
COST 
GRD 
RACE 
LIFE 
ARM 
MR 
MOV 
MOD 
SPT 
ATK 
MEL 
SKR 
RAN 
SGE 
SPELL 
OWN 
SPCL1 
SPCL2 
SPCL3 


Hawk Riders 
18 
0 
Mor 
15 
4 
75 
5 
Air 
4 
15 
3P 
0P 
7P 
0P 
— 
Good 
— 
— 
— 


Roc Knight 
49 
1 
Mor 
10 
9 
75 
5 
Air 
4 
15 
2P 
0P 
15P 
0P 
— 
Good 
— 
— 
— 


Dragon Rider 
97 
3 
Mor 
10 
14 
75 
5 
Air 
4 
15 
3P 
0P 
20P 
0P 
— 
Good 
— 
— 
— 


Pegasus Riders 
146 
5 
Mor 
15 
18 
75 
5 
Air 
4 
15 
2P 
0P 
25P 
0P 
— 
Good 
— 
— 
— 


Balloon Hangers 
23 
0 
Mag 
15 
6 
90 
5 
Air 
4 
15 
1P 
0P 
9M 
0P 
— 
Any 
VK 
— 
— 


Balloon Riders 
55 
1 
Mag 
15 
11 
90 
5 
Air 
4 
15 
1P 
0P 
17M 
0P 
— 
Any 
VK 
— 
— 


Bicycle Riders 
104 
3 
Mag 
15 
17 
90 
5 
Air 
4 
15 
1P 
0P 
22M 
0P 
— 
Any 
VK 
— 
— 


Cloud Ship 
153 
5 
Mag 
10 
19 
90 
5 
Air 
4 
15 
2M 
0P 
28M 
0P 
— 
Any 
VK 
SE 
— 


Bronze Gliders 
15 
0 
Mec 
15 
7 
50 
5 
Air 
3 
15 
1I 
0P 
7I 
0P 
— 
Any 
VM 
— 
— 


Naptha Droppers 
36 
1 
Mec 
15 
10 
50 
5 
Air 
3 
15 
1I 
0P 
14I 
0P 
— 
Any 
VM 
— 
— 


Sky Splitter 
69 
3 
Mec 
10 
19 
50 
5 
Air 
3 
15 
2I 
0P 
19I 
0P 
— 
Any 
VM 
— 
— 


Steam Castle 
110 
5 
Mec 
10 
22 
50 
5 
Air 
3 
15 
3I 
0P 
23I 
0P 
— 
Any 
VM 
SE 
HC 


Serpent Griffons 
18 
0 
Mor 
15 
5 
75 
5 
Air 
4 
15 
3P 
0P 
8P 
0P 
— 
Bad 
— 
— 
— 


Lightning Thrower 
68 
2 
Mor 
10 
13 
75 
5 
Air 
4 
15 
3M 
0P 
16M 
0P 
— 
Bad 
SE 
— 
— 


Fire Barge 
115 
4 
Mor 
10 
17 
75 
5 
Air 
4 
15 
3M 
0P 
21M 
0P 
— 
Bad 
SE 
— 
— 


Zeppelin 
141 
5 
Mor 
10 
20 
75 
5 
Air 
4 
15 
3I 
0P 
26I 
0P 
— 
Bad 
SE 
HC 
— 


69 APPENDICES: APPENDIX 1 — CLASS UNIT TABLES 


Siege Engines 


NAME 
COST 
GRD 
RACE 
LIFE 
ARM 
MR 
MOV 
MOD 
SPT 
ATK 
MEL 
SKR 
RAN 
SGE 
SPELL 
OWN 
SPCL1 
SPCL2 
SPCL3 


Catapults 
20 
0 
Mor 
15 
3 
75 
3 
Sie 
1 
15 
2P 
0P 
0P 
9P 
— 
Good 
— 
— 
— 


Ballistae 
46 
1 
Mor 
15 
4 
75 
3 
Sie 
1 
15 
2P 
0P 
0P 
12P 
— 
Good 
— 
— 
— 


Chain Guns 
72 
2 
Mor 
15 
6 
75 
3 
Sie 
1 
15 
2P 
0P 
0P 
15P 
— 
Good 
— 
— 
— 


Cannon 
98 
3 
Mor 
15 
8 
75 
3 
Sie 
1 
15 
3P 
0P 
0P 
18P 
— 
Good 
— 
— 
— 


Mortars 
125 
4 
Mor 
15 
10 
75 
3 
Sie 
1 
15 
4P 
0P 
0P 
22P 
— 
Good 
— 
— 
— 


Pit Cannon 
151 
5 
Mor 
15 
12 
75 
3 
Sie 
1 
15 
5P 
0P 
0P 
25P 
— 
Good 
— 
— 
— 


Spatter Guns 
15 
0 
Mec 
15 
6 
50 
3 
Sie 
1 
15 
2I 
0P 
0P 
7I 
— 
Any 
VM 
— 
— 


Mercury Guns 
30 
1 
Mec 
15 
8 
50 
3 
Sie 
1 
15 
3I 
0P 
0P 
12I 
— 
Any 
VM 
— 
— 


Air Slammers 
64 
2 
Mec 
15 
10 
50 
3 
Sie 
1 
15 
2I 
0P 
0P 
15I 
— 
Any 
VM 
— 
— 


Steam Belchers 
81 
3 
Mec 
15 
12 
50 
3 
Sie 
1 
15 
3I 
0P 
0P 
17I 
— 
Any 
VM 
— 
— 


Wall Blasters 
127 
5 
Mec 
15 
14 
50 
3 
Sie 
1 
15 
4I 
0P 
0P 
28I 
— 
Any 
VM 
— 
— 


Disease Throwers 
20 
0 
Mor 
15 
7 
75 
3 
Sie 
1 
15 
2P 
0P 
0P 
10M 
— 
Bad 
— 
— 
— 


Black Ice Throwers 
125 
4 
Mor 
20 
16 
75 
3 
Sie 
1 
15 
3P 
0P 
0P 
23M 
— 
Bad 
— 
— 
— 


Spellcasters 


NAME 
COST 
GRD 
RACE 
LIFE 
ARM 
MR 
MOV 
MOD 
SPT 
ATK 
MEL 
SKR 
RAN 
SGE 
SPELL 
OWN 
SPCL1 
SPCL2 
SPCL3 


Apprentices 
13 
0 
Mor 
10 
5 
80 
3 
Ope 
2 
10 
3M 
10M 
0P 
0P 
BN 
Any 
— 
— 
— 


Conjurers 
34 
1 
Mor 
10 
8 
80 
3 
Ope 
2 
10 
5M 
11M 
0P 
0P 
DW 
Any 
— 
— 
— 


Healers 
48 
2 
Mor 
10 
11 
80 
3 
Ope 
2 
10 
2M 
10M 
0P 
0P 
H 
Any 
— 
— 
— 


Druids 
66 
3 
Mor 
10 
14 
80 
3 
Ope 
3 
10 
6M 
15M 
0P 
0P 
AT 
Any 
— 
— 
— 


Fire Wizards 
83 
4 
Mor 
10 
18 
80 
3 
Ope 
2 
10 
7M 
18M 
0P 
0P 
FS 
Any 
— 
— 
— 


Earthmasters 
100 
5 
Mor 
10 
21 
80 
3 
Ope 
3 
10 
8M 
21M 
0P 
0P 
EQ 
Any 
— 
— 
— 


APPENDICES: APPENDIX 1 — CLASS UNIT TABLES 70 


Appendix 2 — 
Spells 


Some units may cast spells, these spells 
are listed below with a description of what 
the spell effects are. All spell effects last for 
one attack or one turn. 


Armour 


Armour increases the target’s armour value 
by 5. Armour can be cast on any adjacent 
friendly unit. 


Berserk 


Berserk increases the target’s melee value by 
5 and decreases its armour value by 5 for 
both Melee and Missile attacks. Berserk may 
be cast on any adjacent friendly unit. 


Animate Tree 


Animate Trees causes the surrounding trees 
and brush to come alive in swamp, woods, 
or jungle hexes and attack the enemy unit. 
This spell can be cast at a visible enemy unit 
in any of those hexes on the entire map. 


Bless 


When Bless is cast, all adjacent units get +10% 
increase to their morale, and are less likely to 
take heavy losses. 


Banshee 


The Banshee spell forces an enemy unit up 
to three hexes away to retreat if they fail to 
resist the spell. 


Dispel Undead 


Dispel Undead destroys a target enemy undead 
unit if the unit fails to resist the spell. This spell 
can effect a unit up to three hexes away. 


Death Wounds 


Death Wounds must be cast on a friendly 
unit adjacent to the caster. When that unit 
fights in the same turn, all wounds that it 
would have caused are converted to kills. 


Eagle Eye 


When cast, Eagle Eye gives the casting unit a 
spotting range of 10 hexes. Any units spotted 
when this is cast remain visible to the army 
during that turn. 


Earthquake 


Earthquake forces the target enemy unit, and 
all enemy units adjacent to the target unit, to 
make a morale check at -30. They suffer an 
additional -30 if they are located in a struc- 
ture. This spell can be cast at an enemy unit 
up to three hexes away. 


Fear 


Fear causes the target enemy unit to become 
broken if the spell is not resisted. 


Force March 


When cast, Force March increases the cast- 
ing unit’s movement points by 2. This spell is 
common to high grade Heavy Infantry. 


Fireball 


Fireball is cast on a single hex, attacking enemy 
units within that hex at strength 8. As the game 
proceeds, this spell becomes more deadly. 


Fire Storm 


Fire Storm can be cast up to three hexes 
away from the casting unit, attacking the tar- 
get unit and all enemy units in adjacent 
hexes at strength 9. 


Heal 


The Heal spell cures all wounds on 
an adjacent friendly unit. 


71 APPENDICES: APPENDIX 2 — SPELLS 


T 


a 


b 


l 


e 


o 


f 


C 


o 


n 


t 


e 


n 


t 


s 


Invisibility 


Invisibility makes the casting unit hard to spot 
unless an enemy unit is adjacent. 


Panic 


Panic causes the target enemy unit to lose 30 
morale and make a morale check or become 
broken if it fails to resist. This spell may be 
cast up to three hexes away and any enemy 
unit in the hexes adjacent to the target hex 
are affected. 


Pathmastery 


Pathmastery allows the target unit to treat 
woods, jungle, and swamp hex as clear hexes. 
The target unit must be adjacent to caster. 


Raise Dead 


The Raise Dead spell brings back wounded 
and dead troops of the casting unit. This 
spell only works if no enemy units are adja- 
cent to the unit when cast. 


Restore Morale 


Restore Morale temporarily restores the 
morale of the target unit. The target unit 
must be adjacent when Restore Morale is 
being cast. 


Weakness 


Enemy units in target hex take 10% wounds 
if this spell is resisted, 50% wounds if it is 
not resisted. 


Whirlwind 


Whirlwind is used to attack a large group of 
Sky Hunters or Bombardiers. Whirlwind can 
be cast up to three hexes away and attacks 
flying units adjacent to the target hex at 
strength 12. The character version of this 
spell affects only one hex, but as the game 
proceeds, this spell becomes more deadly. 


Appendix 3 — 
Special Abilities 


Battle Lust 


The unit never fails a morale check and has 
increased melee attack. 


Berserker 


This ability increases the melee attack by 2 
and decreases the unit armour by 2 for mis- 
sile and melee. The unit never fails a morale 
check and never retreats. 


Hero 


These units increase the morale of any adja- 
cent friendly units. Damage done to Heroes 
does not reduce their number of attacks. 


Heroic 


This special ability allows a unit to ignore 
retreat results and thus fight until eliminated. 
Damage done to heroic units does not 
reduce their number of attacks. 


Immune to Magic 


These units are resistant to spells. 


Mystic 


The unit has a +4 to its primary attack. 


Negate Cavalry Bonus 


These units are very good at breaking up the 
impetuous charge of Cavalry. 


Regeneration 


The unit with this special ability gets back 
one wound a turn. 


Single Entity 


The unit is a single powerful being who 
only takes wounds in combat, and 
whose number of attacks never 
decreases. 


APPENDICES: APPENDIX 2 — SPELLS 72 


T 


a 


b 


l 


e 


o 


f 


C 


o 


n 


t 


e 


n 


t 


s 


Undead 


These units can be dispelled with Dispel 
Undead, but are immune to plague. 


Vulnerable to Mechanical 


The unit is more likely to take damage from 
mechanical attacks. 


Vulnerable to Magic 


The unit is very vulnerable to magic attacks 
and spells. 


Appendix 4 — 
Magic Items 


Magical items may only be found at points of 
interest or through liberation of a region. If the 
first unit to enter a point of interest finds a 
magic item, a gold sphere appears under the 
unit icon to signify the item. If a unit already 
has a magic item, then the new item is stored 
in the Item Pool until after the battle. Siege 
Engine units may not carry magic items. 


Magical Weapons 


Magical weapons not only increase the 
unit’s attack value, but also make it a magi- 
cal attack. 


Magical Sword 
Increases Melee rating by +2. 


Magical Axe 
Increases Melee rating by +3. 


Magical Shield 
Increases Armour rating by +2. 


Magical Armour 
Increases Armour rating by +3. 


Magical Bow 
Gives a unit a Missile attack rating of 5 or 
increases a unit's Missile attack rating by +2. 


Magical Crossbow 
Gives a unit a Missile attack rating of 8 or 
increases a unit's Missile attack rating by +4. 


Magical Sling 
Gives unit a Skirmish attack rating of 4 or 
increases a unit's Skirmish attack rating by +2. 


Magical Staff Sling 
Gives a unit a Skirmish attack rating of 7 or 
increases a unit's Skirmish attack rating by +3. 


Magical Javelin 
Gives a unit a Skirmish attack rating of 10 or 
increases a unit's Skirmish attack rating by +4. 


Sword of Death 
All wounds inflicted by this unit become kills. 


Artifacts 


Many artifacts give the unit possessing it a 
spell-like ability. If the unit is already capa- 
ble of casting a spell, then an additional 
option will appear when the red Cast Unit Spell 
button is triggered. Some artifacts have a 
passive effect. 


Amulet of Blessings 
Unit gains +10% on all morale checks, and 
has a 25% chance of converting wounds to 
a morale loss. 


Amulet of Protection 
Absorbs many wounds, though the unit may 
still retreat. 


Amulet of Resistance 
Improves magic resistance and armour rating 
against magical attacks. 


Boots of Rapid Movement 
The unit wearing these boots will increase its 
movement by one. 


Cloak of Hiding 
Makes the unit invisible. 


73 APPENDICES: APPENDIX 3 — SPECIAL ABILITIES 


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Ring of Free Movement 
All hexes count as one movement point or less. 


Ring of Regeneration 
This ring regenerates one wound per turn. 


Skull of Crang 
The target enemy unit within three hexes 
will lose half of its life points. 


Staff of Confusion 
The target enemy unit within three hexes 
loses its turn if it fails to resist this effect. 


Staff of Fatigue 
Enemy unit is fatigued (becomes slower and 
weaker), if it fails to resist the effect. 


Staff of Fireballs 
Gives a unit the magical attack spell Fireball 
that can be cast to a range of three hexes 
and attacks at strength 8. 


Staff of Healing 
Heals all wounds on an adjacent unit. 


Staff of Winds 
Casts a strength 12 magical attack on enemy 
flyers in the target hex and all surrounding 
hexes, at a range of three hexes. 


Stone of Eagle Eye 
Increases a unit's spotting radius by two hexes. 


Storm Staff 
Gives a unit a magical ranged attack of 8 on 
enemy units in the target hex, 24 vs. flyers, 
at up to three hexes distance. 


Wand of Fireballs 
Gives a unit the magical attack spell Fireball 
which can only be cast on an adjacent unit 
and attacks at strength 8. 


Wand of Sickness 
A unit which fails to resist this effect loses 
half of its life points. 


Appendix 5 — 
Keyboard Commands 


M . . . . . View Strategic Map 


A . . . . . View Aerial / Ground Units 


T . . . . . . Show Terrain 


E . . . . . . Examine Unit 


G . . . . . Go To Unit 


N . . . . . Next Unit 


$ . . . . . . Recruit (Unit menu) 


$ . . . . . . Purchase Unit (Option menu) 


R . . . . . . Rest Unit 


H . . . . . Show Wounds/Life/Hide Flags 


F1 . . . . . Fast Load Game 


F2 . . . . . Fast Save Game 


F3 . . . . . Music On/Off 


F4 . . . . . Sound Effects Controls 


Alt-S . . . Save Game 


Alt-X . . . Quit Game 


APPENDICES: APPENDIX 4 — MAGIC ITEMS 74 


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k CREDITS k 


Programmer 
Paul Murray 


Lead Artist 
Dave Jensen 


Executive Producer 
Bret Berry 


Producer 
Jan Lindner 


Associate Producer 
Rick White 


Game Design 
SSI Special Projects Group 


Campaign Design 
Chris Carr 


Additional Campaign Design 
Chris Lanka 


Data Manager 
Caron White 


User Manual Author 
Mark Whisler 


User Manual Editor 
Jonathan Kromrey 


Additional Programming 
Keith Brors 


Manager Of Visual Arts 
Steve Burke 


Artists 
Gennady Krakovsky, Maurie Manning, 
Shaun Tsai, John Xu 


Art Support 
Cyrus Harris 


Product Test Manager 
Glen Cureton 


Lead Product Tester 
John Cloud 


Product Testers 
Joshua Cloud, Forrest Elam, Brian Harp, 
Mike Hawkins, Jason Loney, Anathea Lopez, 
Aaron Malchow, Lance Page, Jason Ray, 
Jeff Shotwell, Bill White 


Install Programming 
Ben Cooley 


Original Install Code 
Mike Coustier 


Music Composed and Performed by 
Rick Rhodes and Danny Pelfrey 


Voice Over Talent 
Lee Crawford, J.S. Gilbert, Bryan Sessions 


Choral/VO Session Engineer, Sound Effects 
Ron Calonje 


Female Voices 
Marisa Lenhardt aka Shadow Phredd 


Choral Conductor/Arranger and Male Voice 
Maurice Jackson 


Choral/Post Mastering Audio Producer & Audio Code 
Ralph “Cooksey” Thomas 


Graphic Design & DTP 
LOUIS SAEKOW DESIGN 
David Boudreau and Leedara Zola 


Special Thanks 


Marcia Bateman, Russ Brown, Dan Cermak, Danté Fuget, Chuck Kroegel, Dave Merrick, 
John Miles, John Ross, Ben Rush, Tom Wahl, Matt and Monique at Music Annex, 
Mark Nutini at Opcode, OSC INC., and SSI Customer Support